From Hearthstone Wiki
Jump to: navigation, search

The Shaman Shaman is one of the ten classes in Hearthstone, represented by Thrall, Morgl the Oracle, King Rastakhan, The Thunder King, and Lady Vashj.

Heroes[edit | edit source]

Thrall(319).png Morgl the Oracle(35369).png King Rastakhan(53237).png The Thunder King(55963).png Lady Vashj (hero).png

Warchief Thrall.png Earthfury Thrall(389170).png Ten Storm Thrall(71068).png Frostwolf Thrall(464447).png Thrall, Son of Durotan(389173).png Alterac Thrall(389174).png Wolfrider Thrall(389175).png

Background[edit | edit source]

Main article: Shaman

Shaman are spiritual guides and practitioners, not of the divine, but of the very elements. Unlike some other mystics, shaman commune with forces that are not strictly benevolent. The elements are chaotic, and left to their own devices, they rage against one another in unending primal fury. It is the call of the shaman to bring balance to this chaos. Acting as moderators among earth, fire, water, and air, shaman summon totems that focus the elements to support the shaman’s allies or punish those who threaten them.

These masters of the elements can also call upon elemental forces directly, unleashing torrents of lava and bolts of lightning against foes. The elements can create, destroy, support, and hinder. The experienced shaman balances the vast spectrum of these primordial forces into an array of diverse abilities, making shaman versatile heroes and valued members of any group.[1]

Hero Power[edit | edit source]

Totemic Call(687).png

Hero Powers are unique abilities, specific to each class, usable used once each turn.

The shaman's Hero Power is Totemic Call, which randomly summons 1 of 4 possible Totem-type minions, each with different stats and abilities: Healing Totem, Stoneclaw Totem, Searing Totem, or Strength Totem.

Healing Totem(275).png
Searing Totem(98).png
Stoneclaw Totem(298).png
Strength Totem(464430).png

Totemic Call always summons a Totem the hero does not already have in play in the battlefield; if the shaman already has all 4 different Totems in play, the Hero Power cannot be used until one of them is removed. Enemy Totems and Totems in the hand are irrelevant to this determination. Totems are created directly by the Hero Power, not played from the hand or drawn from the deck. Most Totems start with 0 Attack but cards like Bloodlust or even Raid Leader can turn a board of weak Totems into a force to be reckoned with.

Replacement Hero Powers[edit | edit source]

Totemic Slam(2742).png
Lightning Jolt(22451).png
Transmute Spirit(62862).png
Heart of Vir'naal(90702).png
Galakrond's Fury(151494).png

Justicar Trueheart Battlecry and Baku the Mooneater's Start of Game effect will replace Totemic Call with Totemic Slam.

Charged Hammer Deathrattle will replace the current Hero Power with Lightning Jolt.

Thrall, Deathseer will replace the current Hero Power with Transmute Spirit, as well as replacing the hero.

Hagatha the Witch will replace the current Hero Power with Bewitch, as well as replacing the hero.

Corrupt the Waters will replace the current Hero Power with Heart of Vir'naal once the Quest is completed.

Galakrond, the Tempest will replace the current Hero Power with Galakrond's Fury, as well as replacing the hero.

Strategy and gameplay[edit | edit source]

Shamans are highly flexible, boasting a wide variety of class cards that lend themselves to many different methods of achieving victory. With their unique mechanic Overload, Shamans can also play very strong spell and minion cards for little mana, at the cost of losing available mana the subsequent turn, but even their overloaded crystals can be used to their benefit with cards like Tunnel Trogg and Vessina. Their board control is excellent with removal and transform effects such as Lightning Storm, Hex, and Earthquake. Shamans also a wide range of powerful minions to choose from, ranging from low-cost (Flametongue Totem, Totem Golem), medium-cost (Flamewreathed Faceless, Earth Elemental), to the late-game (Fire Elemental, Al'Akir the Windlord).

Totems support the Shaman throughout a match, and can even be made into a fighting force in their own right. Totemic Call provides a steady stream of reinforcements, although their effects are random and they are unlikely to do much without more proactive minions to support. However, cards such as Bloodlust, Thunder Bluff Valiant, Totemic Surge, and Thing from Below reward a shaman for amassing totems.

Shamans have many ways to close out a game. Bloodlust and Windfury allow for game winning turns with super-buffed minions. The shaman can also deal huge burst damage with spells such as Lightning Bolt and Lava Burst, or even with their own weapon - a Rockbiter Weapon-enhanced Doomhammer is an iconic and devastating way to finish the game. Alternatively, a more control-oriented shaman can starve out enemies with massive heals (Healing Wave, Jinyu Waterspeaker, Hallazeal the Ascended), making them very difficult to remove.

As wielders of the elemental forces, Shamans have an affinity with Elementals, possessing more Elemental synergy effects out of any other classes. Shamans have access to both early-game Elementals with tons of utility like Fire Plume Harbinger and Hot Spring Guardian and synergy effects like Earthen Might, and late-game Elemental finishers like Stone Sentinel and Kalimos, Primal Lord for a huge tempo swing.

Another element unique to Shamans are cards that transform minions into an entirely new and random minion. Evolve, Unstable Evolution, Master of Evolution, Thrall, Deathseer, and The Storm Bringer transforms their own minions into a more costly minion, while Devolve does the opposite to their enemies. Although the effects are random, with proper setup their multiple high-cost, low-stat minions can turn into something else with stats and possible effects to better match their costs.

Shamans also have an affinity for murlocs. They can call upon lesser murlocs with cards like Primalfin Totem and Call in the Finishers and have cards that reward swarming with murlocs like Everyfin is Awesome and Unite the Murlocs. After all, the first murloc hero in Hearthstone is also a Shaman.

Battlecry is a common keyword that Shamans associate with. Along with their wide range of powerful Battlecry cards, the quest Corrupt the Waters, once completed, lets them double their Battlecry effects, making their already powerful cards even stronger. What's more, the dreaded Shudderwock repeats all the Battlecries they've played to create one incredibly devastating turn. Some more subtle related cards are cards that return minions back to the Shaman's hand, like Spirit Echo and Grumble, Worldshaker, so they they can be played again.

Counters[edit | edit source]

  • Totems will be a continuous part of the game when playing against a shaman, especially the slower kinds. Try to control the number of totems, since they can give the shaman strong beneficial effects along with minion count. This is especially important when playing against Totem Shaman/Bloodlust decks. The totems can range from being 1/1, 0/2, or 0/3 so they are quite fragile and nonthreatening by themselves, but totems like Mana Tide Totem which allow an extra draw per turn will give an enormous advantage if left unchecked. Totems are treated as minions and can be buffed with increased Attack as well as Health so leaving too many on the field at once may become dangerous if the shaman plays cards like Raid Leader or Bloodlust, or even Flametongue Totem for unexpected trades. You may even be able to use the totems against the shaman if you play cards like Sea Giant or Flesheating Ghoul which benefit with more minions on the field, but this is rarely worth the risk of leaving them in place. Good methods of removing totems include AoE damage like Hellfire or Holy Nova, or low-Attack minions that can trade with them without wasting too much face damage. The druid's Swipe can also be extremely effective against totems, especially when paired with Spell Damage.
  • Bloodlust and totem buffs like Thunder Bluff Valiant can allow the shaman to abruptly win the game if they have lots of minions on the field, so make sure to keep the number of minions the shaman has to a minimum. This includes 0-Attack Totems and other seemingly unthreatening minions. Remember that shamans often include a lot of burst damage spells like Lava Burst and Rockbiter Weapon, which when combined with a strong board can defeat even full-Health opponents.
  • When you play large drop cards, remember your opponent might have Hex. Try and bait out this card by playing threatening minions before playing your biggest minions or strong buffing spells, and keep in mind there are only 2 maximum in a deck (outside of Arena). Shamans also have Lightning Storm, so try to not have a large field when your opponent hasn't played them yet.

Unique mechanics[edit | edit source]

Overload is an ability which reduces the amount of mana available the next turn by the stated amount. Most cards with Overload have a lower printed mana cost than similar cards from other classes (for instance, compare Forked Lightning and Cleave). This allows powerful spells and minions to be played for a low mana cost, allowing the shaman to gain a great amount of value in a turn at the cost of being able to play fewer cards the next turn. The shaman has many cards allowing him to put massive power into the board in one turn, such as Bloodlust, Lightning Storm, and Lava Burst. You can also overload more mana than you will have the next turn. Cards with this ability are limited to the shaman class.

Spells[edit | edit source]

For Wild format listings, see Shaman/Wild format

See Spell.

Name / Desc Rarity School Class Cost Description
Lightning Bloom Common Nature 0 Gain 2 Mana Crystals this turn only.
Overload: (2)
Devolving Missiles Epic Arcane 1 Shoot three missiles at random enemy minions that transform them into ones that cost (1) less.
Guidance Rare General 1 Look at two spells. Add one to your hand or Overload: (1) to get both.
Lightning Bolt Common Nature Shaman 1 Deal 3 damage. Overload: (1)
Perpetual Flame Rare Fire Shaman 1 Deal 3 damage to a random enemy minion. If it dies, recast this.
Overload: (1)
Primordial Studies Common Arcane 1 Discover a Spell Damage minion. Your next one costs (1) less.
Revolve Common General Shaman 1 Transform all minions into random ones with the same Cost.
Chain Lightning (Rank 1) Epic Nature Shaman 2 Deal 2 damage to a minion and a random adjacent one. (Upgrades when you have 5 Mana.)
Deathmatch Pavilion Epic General Shaman 2 Summon a 3/2 Duelist. If your hero attacked this turn, summon another.
Landslide Rare Nature Shaman 2 Deal 1 damage to all enemy minions. If you're Ovearloaded, deal 1 damage again.
Molten Blast Rare Fire Shaman 2 Deal 2 damage. Summon that many 1/1 Elementals.
Rockbiter Weapon Common Nature Shaman 2 Give a friendly character +3 Attack this turn.
Windfury Common Nature Shaman 2 Give a minion Windfury.
Feral Spirit Rare General Shaman 3 Summon two 2/3 Spirit Wolves with Taunt. Overload: (1)
Lightning Storm Rare Nature Shaman 3 Deal 3 damage to all enemy minions. Overload: (2)
Nofin Can Stop Us Rare General Shaman 3 Give your minions +1/+1. Give your Murlocs an extra +1/+1.
Serpentshrine Portal Common Nature Shaman 3 Deal 3 damage. Summon a random 3-Cost minion.
Overload: (1)
Stormstrike Common Nature Shaman 3 Deal 3 damage to a minion. Give your hero +3 Attack this turn.
Tidal Surge Common Nature Shaman 3 Lifesteal
Deal 4 damage to a minion.
Totemic Reflection Common General Shaman 3 Give a minion +2/+2. If it's a Totem, summon a copy of it.
Dunk Tank Rare Nature Shaman 4 Deal 4 damage.
Corrupt: Then deal 2 damage to all enemy minions.
Hex Common Nature Shaman 4 Transform a minion into a 0/1 Frog with Taunt.
Torrent Rare Nature Shaman 4 Deal 8 damage to a minion. Costs (3) less if you cast a spell last turn.
Vivid Spores Rare Nature Shaman 4 Give your minions "Deathrattle: Resummon this minion."
Bloodlust Free General Shaman 5 Give your minions +3 Attack this turn.
Runic Carvings Epic Nature 6 Choose One - Summon four 2/2 Treant Totems; or Overload: (2) to summon them with Rush.
Tidal Wave Common Nature Shaman 8 Lifesteal
Deal 3 damage to all minions.
Showing all 27 cards
Lightning Bloom(329861).png
Devolving Missiles(329865).png
Lightning Bolt(475077).png
Perpetual Flame(63098).png
Primordial Studies(329947).png
Chain Lightning (Rank 1)(463926).png
Deathmatch Pavilion(388963).png
Molten Blast(330013).png
Rockbiter Weapon(475074).png
Feral Spirit(463945).png
Lightning Storm(463946).png
Nofin Can Stop Us(487651).png
Serpentshrine Portal(210829).png
Tidal Surge(475064).png
Totemic Reflection(210831).png
Dunk Tank(378795).png
Vivid Spores(210833).png
Runic Carvings(329919).png
Tidal Wave(329999).png


For Wild format listings, see Shaman/Wild format

The following spells are generated by other shaman cards or effects, and are uncollectible.

Name / Desc Rarity School Class Cost Description
Chain Lightning (Rank 2) Epic Nature Shaman 2 Deal 3 damage to a minion and a random adjacent one. (Upgrades when you have 10 Mana.)
Chain Lightning (Rank 3) Epic Nature Shaman 2 Deal 4 damage to a minion and a random adjacent one.
Dunk Tank Rare Nature Shaman 4 Corrupted
Deal 4 damage, then deal 2 damage to all enemy minions.
Showing all 3 cards
Chain Lightning (Rank 2)(474971).png
Chain Lightning (Rank 3)(474972).png
Dunk Tank(378809).png

Minions[edit | edit source]

For Wild format listings, see Shaman/Wild format

All classes can also use neutral minions in their decks. See Minion.

Name / Desc Rarity Subtype Class Cost Atk HP Description
Novice Zapper Common General Shaman 1 3 2 Spell Damage +1
Overload: (1)
Spawnpool Forager Common Murloc Shaman 1 1 2 Deathrattle: Summon a 1/1 Tinyfin.
Wailing Vapor Common Elemental Shaman 1 1 3 After you play an Elemental, gain +1 Attack.
Cagematch Custodian Common Elemental Shaman 2 2 2 Battlecry: Draw a weapon.
Diligent Notetaker Rare General Shaman 2 2 3 Spellburst: Return the spell to your hand.
Firemancer Flurgl Legendary Murloc Shaman 2 2 3 After you play a Murloc, deal 1 damage to all enemies.
Imprisoned Phoenix Common Elemental 2 2 3 Dormant for 2 turns.
Spell Damage +2
Menacing Nimbus Common Elemental Shaman 2 2 2 Battlecry: Add a random Elemental to your hand.
South Coast Chieftain Common Murloc Shaman 2 3 2 Battlecry: If you control another Murloc, deal 2 damage.
Tinyfin's Caravan Rare General Shaman 2 1 3 At the start of your turn, draw a Murloc.
Trick Totem Rare Totem 2 0 3 At the end of your turn, cast a random spell that costs (3) or less.
Arid Stormer Common Elemental Shaman 3 2 5 Battlecry: If you played an Elemental last turn, gain Rush and Windfury.
Bogstrok Clacker Rare General Shaman 3 3 3 Battlecry: Transform adjacent minions into random minions that cost (1) more.
Grand Totem Eys'or Legendary Totem Shaman 3 0 4 At the end of your turn, give +1/+1 to all other Totems in your hand, deck and battlefield.
Instructor Fireheart Legendary General Shaman 3 3 3 Battlecry: Discover a spell that costs (1) or more. If you play it this turn, repeat this effect.
Lady Vashj Legendary General Shaman 3 4 3 Spell Damage +1
Deathrattle: Shuffle 'Vashj Prime' into your deck.
Magicfin Epic Murloc Shaman 3 3 4 After a friendly Murloc dies, add a random Legendary minion to your hand.
Mana Tide Totem Rare Totem Shaman 3 0 3 At the end of your turn, draw a card.
Marshspawn Common Elemental Shaman 3 3 4 Battlecry: If you cast a spell last turn, Discover a spell.
Pit Master Rare General Shaman 3 1 2 Battlecry: Summon a 3/2 Duelist.
Corrupt: Summon two.
Primal Dungeoneer Rare General Shaman 3 2 3 Battlecry: Draw a spell. If it's a Nature spell, also draw an Elemental.
Speaker Gidra Legendary General 3 1 4 Rush, Windfury
Spellburst: Gain Attack and Health equal to the spell's Cost.
Unbound Elemental Common Elemental Shaman 3 3 4 After you play a card with Overload, gain +1/+1.
Bru'kan Legendary General Shaman 4 5 4 Nature Spell Damage +3
Draenei Totemcarver Rare General Shaman 4 4 5 Battlecry: Gain +1/+1 for each friendly Totem.
Earth Revenant Rare Elemental Shaman 4 2 6 Taunt
Battlecry: Deal 1 damage to all enemy minions.
Groundskeeper Rare General 4 4 5 Taunt
Battlecry: If you're holding a spell that costs (5) or more, restore 5 Health.
Earth Elemental Epic Elemental Shaman 5 7 8 Taunt
Overload: (2)
Inara Stormcrash Legendary General Shaman 5 4 5 On your turn, your hero has +2 Attack and Windfury
Lilypad Lurker Epic Elemental Shaman 5 5 6 Battlecry: If you played an Elemental last turn, transform an enemy minion into a 0/1 Frog with Taunt.
Mistrunner Common General Shaman 5 4 4 Battlecry: Give a friendly minion +3/+3.
Overload: (1)
Ras Frostwhisper Legendary General 5 3 6 At the end of your turn, deal 1 damage to all enemies (improved by Spell Damage).
Shattered Rumbler Epic Elemental Shaman 5 5 6 Battlecry: If you cast a spell last turn, deal 2 damage to all other minions.
Totem Goliath Epic Totem Shaman 5 5 5 Deathrattle: Summon all four basic Totems.
Overload: (1)
Fire Elemental Common Elemental Shaman 6 6 5 Battlecry: Deal 4 damage.
The Lurker Below Legendary Beast Shaman 6 6 5 Battlecry: Deal 3 damage to an enemy minion. If it dies, repeat on one of its neighbors.
Al'Akir the Windlord Legendary Elemental Shaman 8 3 6 Charge, Divine Shield, Taunt, Windfury
Showing all 37 cards
Novice Zapper(463936).png
Spawnpool Forager(464175).png
Wailing Vapor(63073).png
Cagematch Custodian(388985).png
Diligent Notetaker(329868).png
Firemancer Flurgl(487662).png
Imprisoned Phoenix(442054).png
Menacing Nimbus(475076).png
South Coast Chieftain(464057).png
Tinyfin's Caravan(464060).png
Trick Totem(330009).png
Arid Stormer(464061).png
Bogstrok Clacker(210705).png
Grand Totem Eys'or(388960).png
Instructor Fireheart(329934).png
Lady Vashj(210683).png
Mana Tide Totem(475070).png
Pit Master(389013).png
Primal Dungeoneer(63331).png
Speaker Gidra(329939).png
Unbound Elemental(475068).png
Draenei Totemcarver(475067).png
Earth Revenant(464174).png
Earth Elemental(463947).png
Inara Stormcrash(388987).png
Lilypad Lurker(464304).png
Ras Frostwhisper(329910).png
Shattered Rumbler(210749).png
Totem Goliath(329894).png
Fire Elemental(475061).png
The Lurker Below(210727).png
Al'Akir the Windlord(475058).png

Uncollectible[edit | edit source]

For Wild format listings, see Shaman/Wild format

The following minions are generated by other shaman cards or effects, and are uncollectible.

Name / Desc Rarity Subtype Class Cost Atk HP Description
Diremuck Tinyfin None Murloc Shaman 1 1 1
Healing Totem Free Totem Shaman 1 0 2 At the end of your turn, restore 1 Health to all friendly minions.
Molten Elemental None Elemental Shaman 1 1 1
Searing Totem Free Totem Shaman 1 1 1
Stoneclaw Totem Free Totem Shaman 1 0 2 Taunt
Strength Totem Free Totem Shaman 1 0 2 At the end of your turn, give another friendly minion +1 Attack.
Pavilion Duelist None General Shaman 2 3 2
Spirit Wolf None General Shaman 2 2 3 Taunt
Treant Totem None Totem 2 2 2
Pit Master Rare General Shaman 3 1 2 Corrupted
Battlecry: Summon two 3/2 Duelists.
Vashj Prime None General Shaman 7 5 4 Spell Damage +1
Battlecry: Draw 3 spells. Reduce their Cost by (3).
Showing all 11 cards
Diremuck Tinyfin(464176).png
Healing Totem(275).png
Molten Elemental(330057).png
Searing Totem(98).png
Stoneclaw Totem(298).png
Strength Totem(464430).png
Pavilion Duelist(388964).png
Spirit Wolf(451).png
Treant Totem(330108).png
Pit Master(389154).png
Vashj Prime(211063).png

Weapons[edit | edit source]

For Wild format listings, see Shaman/Wild format

Shamans have access to a limited range of weapons.

Name / Desc Rarity Class Cost Atk HP Description
Rune Dagger Common Shaman 2 1 3 After your hero attacks, gain Spell Damage +1 this turn.
Whack-A-Gnoll Hammer Rare Shaman 3 3 2 After your hero attacks, give a random friendly minion +1/+1.
Boggspine Knuckles Epic Shaman 5 3 2 After your hero attacks, transform your minions into random ones that cost (1) more.
Doomhammer Epic Shaman 5 2 8 Windfury, Overload: (2)
Showing all 4 cards
Rune Dagger(329996).png
Whack-A-Gnoll Hammer(388986).png
Boggspine Knuckles(210706).png

Leveling rewards[edit | edit source]

As a hero reaches various levels they are awarded new cards, with each class having its own rewards. All cards awarded by gaining levels are soulbound, and cannot be crafted or disenchanted.

Levels up to 10 award new basic class cards, while levels after this award only golden versions of existing cards.

Starting cards[edit | edit source]

All shaman start with the following class cards.

Ancestral Healing(216).png
Frost Shock(233).png
Rockbiter Weapon(491).png

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 2
Flametongue Totem(390).png

Level 4
Totemic Might(367).png

Level 6

Level 8
Fire Elemental(636).png

Level 10

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.

Ancestral Healing(216) Gold.png

Level 15/20
Windfury(146) Gold.png

Level 23/26
Totemic Might(367) Gold.png

Level 28/30
Frost Shock(233) Gold.png

Level 32/34
Rockbiter Weapon(491) Gold.png

Level 36/38
Bloodlust(256) Gold.png

Level 40/42
Flametongue Totem(390) Gold.png

Level 43/44
Windspeaker(151) Gold.png

Level 45/46
Hex(270) Gold.png

Level 47/48
Fire Elemental(636) Gold.png

Level 49/50
Magma Rager(362) Gold.png

Level 51/52
Frostwolf Warlord(604) Gold.png

Level 53/54
Booty Bay Bodyguard(27) Gold.png

Level 55/56
Frostwolf Grunt(663) Gold.png

Level 57/58
Reckless Rocketeer(560) Gold.png

Level 59/60

Patch changes[edit | edit source]

References[edit | edit source]