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Anduin Wrynn with the basic priest Hero Power Lesser Heal

A Hero Power is a special ability displayed to the right of each hero's portrait. Usually Hero Powers can be used once per turn and cost 2 mana (or 1 mana for the Demon Hunter), but some effects can modify the mana cost of Hero Powers or allow the use of a Hero Power multiple times per turn.

Each class has its own unique Hero Power, which tends to epitomize its character and playstyle. However, some effects (such as Shadowform or Charged Hammer) are able to replace a Hero Power with a new one, while others modify the rules for some specific Hero Powers.

Hero Powers may have a variety of effects, such as summoning a minion or dealing damage to a target character. Using a Hero Power will activate related triggered effects, most notably friendly Inspire effects.


An exhausted Hero Power

The icon for the Hero Power in the game interface is face up when that Hero Power is available to the player, and flips over to a grayish empty space after being used. At the beginning of the player's turn, it flips back up to indicate it is usable once more. Regardless of whether it is face up or down, the Hero Power of the player or the opponent can be hovered over at any time to read its details.

You can not use your Hero Power if:

  • it is flipped over;
  • you cannot pay its mana cost;
  • it would summon a minion but your board is full;
  • it is targeted but there is no valid target.
  • your hero power is Totemic Call and you have all 4 basic totems.
Example: Lesser Heal is a targeted Hero Power but, since it does not require a damaged character, it can be used on a full-Health minion too: although having no healing effect, this still counts as a use for Hero Power-related effects.

Usually you can only use each Hero Power once per turn. Your Hero Power flips back up (resetting the "number of times you have used your Hero Power this turn" counter) at the start of your turn and when replaced with a new one: the new Hero Power can thus be used on that same turn if mana allows (even if it is the "same" Hero Power as the replaced one).

Example: A hunter could use Steady Shot, trade Majordomo Executus into an enemy minion, then use Ragnaros's replacement Hero Power DIE, INSECT! in a single turn.
Example: A player already using the Ragnaros hero could use DIE, INSECT!, sacrifice another Majordomo Executus to become a new copy of Ragnaros with his Hero Power, and then use the "new" DIE, INSECT! once again. With additional copies of Majordomo Executus, this is possible even more times.[1]

In addition, some effects can refresh a Hero Power, allowing more then one use of it each turn:

Advanced rules[]

Click 'Expand' to view section

Hero Power Sequence[]

"Use a Hero Power" is one of the Player Actions that a player can actively do during their turn (the others are: "Play a card", "Attack", "End the turn" and "Concede"), and as such it starts its own Sequence.

To use a Hero Power a player must click on it and, if required, select a target.

  • After clicking on a targeted Hero Power (such as Fireblast and Lesser Heal) a red arrow appears, going from the Hero Power to the player's mouse pointer. It disappears after the player clicks on the chosen target.
  • While Mayor Noggenfogger's effect is active, the red targeting arrow is replaced with a question mark.
  • While choosing a target the player can cancel the action by clicking on the Hero Power again. This is only possible for targeted Hero Powers: Hero Powers that are auto-targeted (such as Steady Shot) or randomly targeted (such as DIE, INSECT!) or that do not require a target at all (such as Reinforce) cannot be undone this way.

Then the following Hero Power Sequence takes place, in order:

  • Hero Power Phase
    • The mana cost of the Hero Power is paid.
    • If the Hero Power requires a target and there is a Mayor Noggenfogger in play since the last Aura Update (Other) Step, its effect triggers and randomly selects a valid target; multiple Mayor Noggenfoggers stack.
    • The Hero Power takes effect.
    • The Hero Power is exhausted and flipped over (the Hero Power visually seems to flip over before Mayor Noggenfogger triggers, but in the log file it is exhausted after having taken effect).[2]
    • The "number of times you have used your Hero Power this turn" and the "number of times you have used a Hero Power this game" counters are increased by 1.
      • The "number of times you have used your Hero Power this turn" counter is reset at the start of your turn and whenever your Hero Power is replaced with a new one.
      • The "number of times you have used a Hero Power this game" counter (which is for example used for the cost reduction of Frost Giant) never resets, regardless of your Hero Power being replaced, upgraded or otherwise modified.
  • Inspire Phase
    • Hero Power-related triggers (listed in the following table) queue and resolve. Most of them have the Inspire keyword, which denotes triggered effects that activate each time the controlling player uses a Hero Power.
  • Hearthstone checks for win/loss/draw.

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Brave Archer Common Minion General Hunter 1 2 1 Inspire: If your hand is empty, deal 2 damage to the enemy hero.
Lowly Squire Common Minion General Any 1 1 2 Inspire: Gain +1 Attack.
Argent Watchman Rare Minion General Any 2 2 4 Can't attack.
Inspire: Can attack as normal this turn.
Boneguard Lieutenant Common Minion General Any 2 3 2 Inspire: Gain +1 Health.
Dart Trap Common Spell General Hunter 2 Secret: After an opposing Hero Power is used, deal 5 damage to a random enemy.
Phase Stalker Rare Minion Beast Hunter 2 2 3 After you use your Hero Power, cast a Secret from your deck.
Transfer Student Epic Minion General Any 2 2 2 Inspire: Draw a card.
Coliseum Manager Rare Minion General Any 3 2 5 Inspire: Return this minion to your hand.
Dragonhawk Rider Common Minion General Any 3 3 3 Inspire: Gain Windfury this turn.
Orgrimmar Aspirant Common Minion General Warrior 3 3 3 Inspire: Give your weapon +1 Attack.
Silver Hand Regent Common Minion General Any 3 3 3 Inspire: Summon a 1/1 Silver Hand Recruit.
Dalaran Aspirant Common Minion General Mage 4 3 5 Inspire: Gain Spell Damage +1.
Dragonbane Legendary Minion Mech Hunter 4 3 5 After you use your Hero Power, deal 5 damage to a random enemy.
Murloc Knight Common Minion Murloc Paladin 4 3 4 Inspire: Summon a random Murloc.
Poisoned Blade Epic Weapon Rogue 4 1 3 Your Hero Power gives this weapon +1 Attack instead of replacing it.
Savage Combatant Rare Minion Beast Druid 4 5 4 Inspire: Give your hero +2 Attack this turn.
Spawn of Shadows Rare Minion General Priest 4 5 4 Inspire: Deal 4 damage to each hero.
Tournament Medic Common Minion General Any 4 1 8 Inspire: Restore 2 Health to your hero.
Kvaldir Raider Common Minion General Any 5 4 4 Inspire: Gain +2/+2.
Mukla's Champion Common Minion Beast Any 5 4 3 Inspire: Give your other minions +1/+1.
Nexus-Champion Saraad Legendary Minion General Any 5 4 5 Inspire: Add a random spell to your hand.
Recruiter Epic Minion General Any 5 5 4 Inspire: Add a 2/2 Squire to your hand.
Thunder Bluff Valiant Rare Minion General Shaman 5 3 6 Inspire: Give your Totems +2 Attack.
Kodorider Epic Minion General Any 6 3 5 Inspire: Summon a 3/5 War Kodo.
Void Crusher Rare Minion Demon Warlock 6 5 4 Inspire: Destroy a random minion for each player.
Confessor Paletress Legendary Minion General Priest 7 5 4 Inspire: Summon a random Legendary minion.
Showing all 26 cards

Player Hero Powers[]

Players start each match with the basic Hero Power of their class (sometimes also referred to as that class' starting Hero Power).

  • Alternate heroes use cosmetically altered versions of the basic Hero Powers: although there is no functional difference, the appearance and casting animations vary from those used by the standard heroes.

Over the course of the match certain effects can replace a player's Hero Power with another one, regardless of that player's class or hero:

  • Renounce Darkness replaces your current Hero Power with the basic Hero Power of a random non-warlock class.
  • Sir Finley Mrrgglton lets you Discover another basic Hero Power. More precisely, this minion's Battlecry forces you to replace your Hero Power with one among three randomly selected basic Hero Powers, with the exception of the basic Hero Power corresponding to your current Hero Power's class (see the table below).
Example: If you are a priest with the Mind Spike Hero Power, Sir Finley Mrrgglton's Battlecry can not offer you Lesser Heal (since it is the basic Hero Power of the Mind Spike's class), but it can still offer you the mage basic Hero Power Fireblast.
Click 'Expand' to view all Hero Powers in play mode
Hero Power's class Basic Hero Power Upgraded Hero Power Death Knight Hero Power Other Hero Cards Quest Hero Power Alternative Hero Powers
Demon Hunter icon.png
Demon Hunter
Demon Claws(60224).png
Demon's Bite(60483).png
- - -
Demonic Blast(211116).png

Source: Metamorphosis
Demonic Blast(211117).png

Source: Demonic Blast
Icon Druid 48.png
Dire Shapeshift(2737).png
Plague Lord(62908).png

Source: Malfurion the Pestilent
Ossirian Tear(90700).png

Source: Untapped Potential
Icon Hunter 48.png
Steady Shot(229).png
Ballista Shot(2738).png

Source: Deathstalker Rexxar
Berserker Throw(90249).png

Source: Zul'jin
Pharaoh's Warmask(90818).png

Source: Unseal the Vault

Source: Dinomancy
Icon Mage 48.png
Fireblast Rank 2(2739).png
Icy Touch(62843).png

Source: Frost Lich Jaina
What Does This Do-(184960).png

Source: The Amazing Reno
Ascendant Scroll(90706).png

Source: Raid the Sky Temple
Icon Paladin 48.png
The Silver Hand(2740).png
The Four Horsemen(62913).png

Source: Uther of the Ebon Blade
Emperor Wraps(90725).png

Source: Making Mummies
The Tidal Hand(35276).png

Source: Vilefin Inquisitor
Icon Priest 48.png
Lesser Heal(479).png

Source: Shadowreaper Anduin
Galakrond's Wit(127304).png

Source: Galakrond, the Unspeakable
Obelisk's Eye(90797).png

Source: Activate the Obelisk
Mind Spike(70).png

Source: Shadowform
Mind Shatter(229).png

Source: Shadowform (Classic)
Icon Rogue 48.png
Dagger Mastery(730).png
Poisoned Daggers(2743).png
Death's Shadow(62877).png

Source: Valeera the Hollow
Galakrond's Guile(127285).png

Source: Galakrond, the Nightmare
Ancient Blades(90799).png

Source: Bazaar Burglary
Icon Shaman 48.png
Totemic Call(687).png
Totemic Slam(2742).png
Transmute Spirit(62862).png

Source: Thrall, Deathseer

Source: Hagatha the Witch
Galakrond's Fury(151494).png

Source: Galakrond, the Tempest
Heart of Vir'naal(90702).png

Source: Corrupt the Waters
Lightning Jolt(22451).png

Source: Charged Hammer
Icon Warlock 48.png
Life Tap(300).png
Soul Tap(2744).png
Siphon Life(62935).png

Source: Bloodreaver Gul'dan

Source: Lord Jaraxxus
Galakrond's Malice(127284).png

Source: Galakrond, the Wretched
Tome of Origination(90699).png

Source: Supreme Archaeology
Icon Warrior 48.png
Armor Up!(725).png
Tank Up!(2745).png

Source: Scourgelord Garrosh
Big Red Button(89828).png

Source: Dr. Boom, Mad Genius
Galakrond's Might(151327).png

Source: Galakrond, the Unbreakable
Anraphet's Core(90769).png

Source: Hack the System
DIE, INSECT!(55711).png

Source: Sulfuras (Fire Plume's Heart)
Neutral - - - - -
DIE, INSECT!(14655).png

Source: Majordomo Executus

Related cards[]

For Wild format listings, see Hero Power/Wild format

The following cards generate, modify, respond to or otherwise relate to Hero Powers and their use.

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Tour Guide Common Minion General Any 1 1 1 Battlecry: Your next Hero Power costs (0).
Yoink! Epic Spell General Rogue 1 Discover a Hero Power and set its Cost to (0). Swap back after 2 uses.
Fallen Hero Rare Minion General Mage 2 3 2 Your Hero Power deals 1 extra damage.
Felfire Deadeye Common Minion General 2 2 3 Your Hero Power costs (1) less.
Manafeeder Panthara Common Minion Beast Any 2 2 3 Battlecry: If you've used your Hero Power this turn, draw a card.
Shadowform Epic Spell Shadow Priest 2 Your Hero Power becomes 'Deal 2 damage'.
Reckless Apprentice Rare Minion General Mage 4 3 5 Battlecry: Fire your Hero Power at all enemies.
Metamorphosis Legendary Spell Fel Demon Hunter 5 Swap your Hero Power to "Deal 4 damage." After 2 uses, swap it back.
Coldarra Drake Epic Minion Dragon Mage 6 6 7 You can use your Hero Power any number of times.
Mordresh Fire Eye Legendary Minion General MAGE 8 8 8 Battlecry: If you've dealt 10
damage with your Hero Power
this game, deal 10 damage
to all enemies.
Lord Jaraxxus Legendary Warlock 9 Battlecry: Equip a 3/8 Blood Fury.
Showing all 11 cards
Tour Guide(329972).png
Fallen Hero(475135).png
Felfire Deadeye(442055).png
Manafeeder Panthara(329951).png
Reckless Apprentice(475199).png
Coldarra Drake(475115).png
Mordresh Fire Eye(487632).png
Lord Jaraxxus(474983).png

Boss Hero Powers[]

Most non-playable bosses have their own Hero Power. Adventure bosses have both Normal and Heroic versions, with the latter usually featuring enhanced versions of their Hero Powers. Some bosses gain different Hero Powers over the course of the encounter due to cards or the Hero Powers themselves.

Boss Hero Powers vary in cost and may cost anywhere from 0 to 8 mana. Some boss Hero Powers are "auto-cast" automatically as the boss's first action each turn, assuming it has enough mana. This means that the boss is not able to choose the best time to make use of the Hero Power, or to forgo using it on any given turn. Auto-cast Hero Powers have a special ongoing visual effect. Typically auto-cast Hero Powers are cheap, including the majority of those that cost 0 mana. Other boss Hero Powers are passive, causing a free ongoing or triggered effect rather than being used at one particular time.

For full lists of boss Hero Powers, see Boss card.

Flames of Azzinoth(349).png
Polarity Shift(7796).png
Mad Science(63143).png
Swallow Whole(77262).png
Getting Hungry(27391).png

Battlegrounds Hero Powers[]

Main article: Battlegrounds

Each hero in Battlegrounds has their own Hero Power, which entirely defines how they play. Active Hero Powers can be used during the Recruit Phase, and generally have a Gold cost.

There are a wide variety of Hero Powers available in Battlegrounds, including a large number of Passive effects and effects that can only be used a limited number of times per game. Since there are no decks in Battlegrounds, the unique Hero Powers give each hero their own specific play style. Non-passive Hero Powers typically cost between 1 and 2 Gold, although some can be as high as 3, or cost 0 and have other restrictions. Because of the higher complexity and often greater amount of text, the bolded words "Hero Power" are omitted from Battlegrounds Hero Powers.

For a full list of Battlegrounds Hero Powers, see Battlegrounds hero power list.

I'll Take That!(151559).png
Smart Savings(127394).png
Arcane Alteration(185027).png
Embrace Your Rage(389499).png
Three Wishes(368976).png
Prize Wall(442241).png


Available each and every turn, Hero Powers can allow players to gain card advantage by taking actions without expending cards. Players can choose to use a Hero Power instead of playing a card, sacrificing some tempo in exchange for a larger hand. Hero Powers can also be used often in order to keep pace while holding back cards to build toward a combo, or to fill gaps when no other strong play is available. Hero Powers should generally be used whenever there is sufficient spare mana.

Basic Hero Powers are designed to offer a reliable but underpowered effect. For almost all basic Hero Powers, it is possible to identify cards that accomplish more for less mana, and cards that do significantly more for 2-3 mana. This mana inefficiency prevents Hero Powers from being directly superior to cards in most cases, making them reliable secondary options rather than first choices each turn. Generally speaking, Hero Powers are effects at the value of a 0-Cost card, as evident by comparing the paladin Hero Power Reinforce with the minion card Wisp, or the mage Hero Power Fireblast with the spell card Moonfire. The extra 2 mana is effectively a surcharge for gaining the effect without consuming a card.

Here are some examples for illustration:

Hero Power Cheaper card analogue Stronger card analogue
Armor Up! Iron Hide Shield Block
Dagger Mastery Light's Justice Fiery War Axe
Demon Claws Pounce Shadowhoof Slayer
Fireblast Moonfire Darkbomb
Lesser Heal Regenerate Healing Touch
Life Tap Kobold Librarian Novice Engineer
Reinforce Wisp Bloodfen Raptor
Shapeshift Claw Bite
Steady Shot Sinister Strike Mind Blast
Totemic Call N/A Tuskarr Totemic

Note that the Totemic Call's randomness itself also makes the Hero Power comparatively weaker than a well-chosen equivalent in the hand. Still, each Totem other than Healing Totem can be compared unfavorably to cards, just as with other Powers:

Totem Cheaper card analogue Stronger card analogue
Searing Totem Wisp Bloodfen Raptor
Stoneclaw Totem Target Dummy Frostwolf Grunt
Strength Totem N/A Master Swordsmith

Healing Totem's effect is unique so it cannot be said to be strictly worse than examples like the Darkscale Healer or Lightwell. But again, due to the randomness of Totemic Call and situational usefulness of the summoned Totems, it is clear that it shares other basic Hero Powers' weaknesses with respect to tempo.


AchievementPin Gameplay.pngYear of the Gryphon - SVG logo.svgGameplay - Core - ClassesKiller HeadacheDeal 100 damage with your Hero Power while in Shadowform.10 Achievement Point.png
AchievementPin Gameplay.pngYear of the Gryphon - SVG logo.svgGameplay - Core - ClassesKiller HeadacheDeal 300 damage with your Hero Power while in Shadowform.20 Achievement Point.png
AchievementPin Gameplay.pngForged in the Barrens - SVG logo.svgGameplay - Barrens - MageIt's Not "Spamming", It's ArtDeal 75 damage with your Hero Power as Mage.10 Achievement Point.png
AchievementPin Gameplay.pngForged in the Barrens - SVG logo.svgGameplay - Barrens - MageIt's Not "Spamming", It's ArtDeal 150 damage with your Hero Power as Mage.10 Achievement Point.png
AchievementPin Gameplay.pngForged in the Barrens - SVG logo.svgGameplay - Barrens - MageIt's Not "Spamming", It's ArtDeal 300 damage with your Hero Power as Mage.20 Achievement Point.png
AchievementPin Gameplay.pngForged in the Barrens - SVG logo.svgGameplay - Barrens - RogueIdentity Theft Is Not a JokeYoink! all 10 Hero Powers.20 Achievement Point.png
AchievementPin Gameplay.pngUnited in Stormwind - SVG logo.svgGameplay - Stormwind - HunterHow Many Arrows Do You Have?!Deal 12 damage with your Hero Power in one turn as Hunter.200 Rewards Track - XP.png, 20 Achievement Point.png
AchievementPin Gameplay.pngUnited in Stormwind - SVG logo.svgGameplay - Stormwind - PriestJoin the Dark SideDeal 45 damage with your Hero Power as Priest.100 Rewards Track - XP.png, 10 Achievement Point.png
AchievementPin Gameplay.pngUnited in Stormwind - SVG logo.svgGameplay - Stormwind - PriestJoin the Dark SideDeal 90 damage with your Hero Power as Priest.100 Rewards Track - XP.png, 10 Achievement Point.png
AchievementPin Gameplay.pngUnited in Stormwind - SVG logo.svgGameplay - Stormwind - PriestJoin the Dark SideDeal 180 damage with your Hero Power as Priest.500 Rewards Track - XP.png, 20 Achievement Point.png


Hearthstone has included the basic Hero Powers for its nine classes since the very beginning. Although these "starting Hero Powers" have not changed, the variety and availability of Hero Power-related effects has increased over the years, including effects that replace the starting Hero Powers completely.

The Classic set included the priest's Auchenai Soulpriest, Shadowform and Prophet Velen, as well as the warlock's Lord Jaraxxus - two cards that replaced Hero Powers, and two cards that affected all healing and/or damage effects including Hero Powers, all class-specific. Steamwheedle Sniper in Goblins vs Gnomes introduced the first dramatic change to the way an existing Hero Power worked, although again it was limited to one class and its Hero Powers. Blackrock Mountain's Majordomo Executus provided the first neutral Hero Power-related card, with an effect very similar to Lord Jaraxxus'.

The Grand Tournament expansion had a particular focus on Hero Powers, increasing the number of Hero-Power related cards by a factor of 6 with a multitude of effects and interactions, most notably the Inspire ability. Since then, adventures and expansions have slowly continued expanding on Hero Powers with 2 cards from The League of Explorers, 3 from Whispers of the Old Gods, 2 from Mean Streets of Gadgetzan, 2 from Journey to Un'Goro, and one for each class in Knights of the Frozen Throne via Hero cards.

Blizzard has consistently introduced new effects that replace Hero Powers through new card sets, with almost half of Hero Power-related cards outside of The Grand Tournament including such effects. On the other hand, Inspire has not been on any cards since the expansion in which it was introduced.



See also[]


  1. Crypt (2015-05-10). Majordomo OTK Combo
  2. Tested by User:Elekim, 2017-04-04