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+ | {{Class define |
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− | <big>The '''{{iconspanclass|Shaman|x20px}}''' is one of the ten [[class]]es in ''[[Hearthstone]]'', represented by ''[[Thrall]]'', ''[[Warchief Thrall]]'', ''[[Morgl the Oracle]]'', ''[[King Rastakhan]]'', ''[[The Thunder King]]'', and ''[[Lady Vashj (hero)|Lady Vashj]]''.</big> |
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+ | |id=8 |
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− | {{tocright}} |
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+ | |renderName=Shaman |
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+ | |icon=Shaman icon.png |
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+ | |iconBorder=Shaman icon border.png |
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+ | |iconHeader=Shaman - Header icon.png |
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+ | |heroDbfId=1066 |
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+ | }} |
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+ | :''Masters of the primal elements, Shaman manipulate nature’s forces to call up healing rains, unleash torrents of lava, or conjure spiritual allies to aid them in battle. A Shaman’s arsenal reflects the balance of the natural forces they wield: versatile and powerful minions, spells, buffs and damage.''<ref name="PlayHearthstone">{{cite web|url=https://playhearthstone.com/en-us/heroes/shaman|title=Shaman - Heroes - Hearthstone|work=PlayHearthstone|accessdate=2021-06-20}}</ref> |
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+ | '''{{iconspanclass|{{PAGENAME}}|x24px}}''' is one of {{Number of classes}} [[class]]es in ''[[Hearthstone]]''. |
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==Heroes== |
==Heroes== |
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+ | {{PAGENAME}} is represented by the following [[hero]]es. |
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− | {{tocright}} |
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+ | {{Class article heroes|Shaman}} |
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− | {{heroportrait|Thrall}} |
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− | {{heroportrait|Warchief Thrall}} |
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− | {{heroportrait|Morgl the Oracle}} |
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− | {{heroportrait|King Rastakhan}} |
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− | {{heroportrait|The Thunder King}} |
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− | {{Heroportrait|Lady Vashj}} |
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==Background== |
==Background== |
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==Hero Power== |
==Hero Power== |
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− | {{Card|Totemic Call}} |
+ | <div style="float:right">{{Card|Totemic Call}}</div> |
+ | {{Main|Totemic Call}} |
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− | {{clrl}} |
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+ | :''Activating the Shaman’s Hero Power will randomly summon 1 of 4 possible Totem minions: Healing Totem, Stoneclaw Totem, Searing Totem, or Strength Totem.''<ref name="PlayHearthstone"/> |
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− | [[Hero Power]]s are unique abilities, specific to each class, usable used once each [[turn]]. |
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− | 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 [[ |
+ | 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]]. |
− | {{Card|Healing Totem}} |
+ | {{Div list cards|{{Card|Healing Totem}} |
{{Card|Searing Totem}} |
{{Card|Searing Totem}} |
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{{Card|Stoneclaw Totem}} |
{{Card|Stoneclaw Totem}} |
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− | {{Card| |
+ | {{Card|Strength Totem}}}} |
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. |
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. |
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+ | |||
===Replacement Hero Powers=== |
===Replacement Hero Powers=== |
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+ | {{Class article hero powers|Shaman}} |
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− | {{Card|1=Totemic Slam}}{{card|1=Lightning Jolt}}{{Card|1=Transmute Spirit}}{{Card|1=Bewitch}}{{Card|1=Heart of Vir'naal}}{{Card|1=Galakrond's Fury}} |
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+ | *[[Totemic Slam]] is the upgraded Hero Power. |
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− | {{clrl}} |
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⚫ | |||
− | [[Justicar Trueheart]] Battlecry and [[Baku the Mooneater]]'s Start of Game effect will replace Totemic Call with [[Totemic Slam]]. |
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⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
+ | ==Traits== |
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⚫ | |||
+ | ===Totems=== |
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+ | :''Though typically inexpensive with smaller stats, Totems represent the Shaman's mastery over the elements and can sport powerful effects or overwhelm the opponent when enhanced.''<ref name="PlayHearthstone" /> |
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+ | ;Featured cards |
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+ | {{Div list cards|{{Card|Flametongue Totem}}{{Card|Mana Tide Totem}}{{Card|EVIL Totem}}{{Card|Totemic Surge}}}} |
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+ | ===Overload=== |
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⚫ | |||
+ | :''Overload cards allow the Shaman to immediately tap into powerful effects by temporarily reducing their available Mana Crystals on the following turn.''<ref name="PlayHearthstone" /> |
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⚫ | [[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. |
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+ | ;Featured cards |
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+ | {{Div list cards|{{Card|Lightning Bolt}}{{Card|Stormforged Axe}}{{Card|Feral Spirit}}{{Card|Earth Elemental}}}} |
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+ | ===Evolution=== |
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⚫ | |||
+ | :''Shaman can unlock the secrets of life itself, evolving their minions into random minions of a higher cost or rarity.''<ref name="PlayHearthstone" /> |
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+ | ;Featured cards |
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+ | {{Div list cards|{{Card|Evolve}}{{Card|Thrall, Deathseer}}{{Card|Mutate}}{{Card|The Storm Bringer}}}} |
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⚫ | |||
⚫ | |||
⚫ | |||
+ | Raising {{PAGENAME}} up to level 10 awards 16 [[Core]] {{PAGENAME}} cards (31 copies), while winning up to 500 games in [[Ranked]], [[Arena]] and [[Duels]] awards [[Golden card|golden]] copies of existing cards. All Core cards are [[uncraftable]] and cannot be crafted or disenchanted. |
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+ | ;Starting cards |
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⚫ | |||
+ | {{Div list cards |
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+ | |{{Card|Lightning Bolt (Core)|origlink=1}} |
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+ | {{Card|Menacing Nimbus (Core)|origlink=1}} |
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⚫ | |||
⚫ | |||
+ | {{Card|Tidal Surge (Core)|origlink=1}} |
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⚫ | |||
⚫ | |||
+ | }} |
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+ | ;Levels 2-10 |
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⚫ | |||
+ | {{Div list cards |
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⚫ | |||
+ | {{Card|Hex (Core)|origlink=1|footer=Level 3}} |
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+ | {{Card|Mana Tide Totem (Core)|origlink=1|footer=Level 4}} |
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+ | {{Card|Feral Spirit (Core)|origlink=1|footer=Level 5}} |
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+ | {{Card|Lightning Storm (Core)|origlink=1|footer=Level 6}} |
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+ | {{Card|Draenei Totemcarver (Core)|origlink=1|footer=Level 7}} |
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+ | {{Card|Earth Elemental (Core)|origlink=1|footer=Level 8}} |
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+ | {{Card|Doomhammer (Core)|origlink=1|footer=Level 9}} |
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+ | {{Card|Al'Akir the Windlord (Core)|origlink=1|footer=Level 10}} |
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+ | }} |
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+ | ===Expansion cards=== |
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+ | [[File:{{PAGENAME}} - Card pack.png|200px|thumb|{{PAGENAME}} pack]] |
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⚫ | |||
+ | {{PAGENAME}}'s [[expansion]] cards can be obtained mostly by obtaining corresponding card packs or {{PAGENAME}} class packs. The player can buy them in [[Shop]] with [[gold]] or real money, or get them through various sources. Some cards may be available through various promotions, like logging in to get them. |
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+ | [[Mini-set]] cards, while can be obtained like expansion cards, can also be obtained by buying its bundle available in Shop for a limited-time. The player can buy the bundle with gold or real money. |
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⚫ | |||
+ | |||
+ | Expansions cards are also craftable and can be obtained by crafting them with [[Arcane Dust]]. |
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+ | |||
+ | ===Adventure cards=== |
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+ | {{Main|Adventure}} |
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+ | Adventure cards can be obtained by completing their [[Adventure]]'s encounters. They are [[uncraftable]] until the player completes the Adventure or their set rotates to [[Wild format]]. The player can buy the Adventure with gold for each individual part, or real money for the whole of it. |
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+ | |||
+ | ==Cards== |
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+ | {{List cards formats}} |
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+ | Breakdown of {{PAGENAME}} cards in both Standard and Wild formats can be seen in the following table. |
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+ | {{Class article cards|Shaman}} |
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==Strategy and gameplay== |
==Strategy and gameplay== |
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*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. |
*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. |
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+ | ==Gallery== |
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− | ==Unique mechanics== |
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+ | ;Card frames |
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⚫ | [[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. |
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+ | <gallery widths="150"> |
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+ | frame-hero-shaman - Patch 18.0.png|Hero card |
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+ | frame-minion-shaman - Patch 18.0.png|Minion |
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+ | frame-spell-shaman - Patch 20.0.png|Spell |
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+ | frame-weapon-shaman - Patch 18.0.png|Weapon |
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+ | </gallery> |
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+ | ;Dual-class |
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+ | <gallery widths="150"> |
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+ | frame-minion-druid-shaman - Patch 18.0.png|Druid/Shaman Minion |
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+ | frame-spell-druid-shaman - Patch 20.0.png|Druid/Shaman Spell |
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+ | frame-minion-shaman-mage - Patch 18.0.png|Shaman/Mage Minion |
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+ | frame-spell-shaman-mage - Patch 20.0.png|Shaman/Mage Spell |
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+ | </gallery> |
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+ | ;History |
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− | ==Spells== |
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+ | <gallery widths="150"> |
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− | {{Wild format list}} |
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+ | frame-hero-shaman.png|Hero card prior to [[Patch 18.0.0.54613]] |
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− | See [[Spell]]. |
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+ | <!--frame-minion-shaman.png|Minion prior to Patch 18.0.0--> |
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− | {{List cards|format=standard|class=Shaman|type=Spell|collectible=true}} |
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+ | frame-spell-shaman.png|Spell prior to [[Patch 20.0.0.77662]] |
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− | {{List cards/Section|title=Uncollectible|text={{Wild format list}} |
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+ | frame-weapon-shaman.png|Weapon prior to Patch 18.0.0 |
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− | The following spells are generated by other shaman cards or effects, and are [[uncollectible]].|level=3|format=standard|class=Shaman|type=Spell|collectible=false}} |
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+ | </gallery> |
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− | == |
+ | ==Patch changes== |
+ | * {{Forged in the Barrens patch}} [[Totemic Call]] now summons [[Strength Totem]] instead of [[Wrath of Air Totem]]. |
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− | {{Wild format list}} |
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− | All classes can also use [[neutral]] minions in their decks. See [[Minion]]. |
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− | {{List cards|format=standard|class=Shaman|type=Minion|collectible=true}} |
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− | |||
− | ===Uncollectible=== |
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− | {{Wild format list}} |
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− | The following minions are generated by other shaman cards or effects, and are [[uncollectible]]. |
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− | {{List cards|format=standard|class=Shaman|type=Minion|collectible=false}} |
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− | |||
− | ==Weapons== |
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− | {{Wild format list}} |
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− | Shamans have access to a limited range of [[weapon]]s. |
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− | {{List cards|format=standard|class=Shaman|type=Weapon}} |
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− | {{List cards/Section|title=Uncollectible|text={{Wild format list}} |
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− | The following weapons are generated by other shaman cards or effects, and are [[uncollectible]].|level=3|format=standard|class=Shaman|type=Weapon|collectible=false}} |
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− | {{List cards/Section|title=Hero card|text={{Wild format list}} |
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− | See [[Hero card]].|level=2|format=standard|class=Shaman|type=Hero card}} |
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− | {{List cards/Upcoming|format=standard|level=2|class=Shaman|collectible=true}} |
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− | |||
− | ==Leveling rewards== |
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− | As a hero reaches various [[level]]s 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. |
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− | |||
− | Levels up to 10 award new [[basic]] class cards, while levels after this award only [[golden]] versions of existing cards. |
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− | |||
⚫ | |||
⚫ | |||
− | |||
− | {{Card|Ancestral Healing}} |
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− | {{Card|Frost Shock}} |
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⚫ | |||
− | |||
⚫ | |||
⚫ | |||
− | |||
⚫ | |||
− | {{Card div|Flametongue Totem|Level 4}} |
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− | {{Card div|Totemic Might|Level 6}} |
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− | {{Card div|Windspeaker|Level 8}} |
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⚫ | |||
− | |||
− | ===Level 11-60=== |
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− | 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. |
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− | |||
− | {{Card div|Ancestral Healing|Level 15/20|gold}} |
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− | {{Card div|Windfury (card)|Level 23/26|gold}} |
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− | {{Card div|Totemic Might|Level 28/30|gold}} |
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− | {{Card div|Frost Shock|Level 32/34|gold}} |
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− | {{Card div|Rockbiter Weapon|Level 36/38|gold}} |
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− | {{Card div|Bloodlust|Level 40/42|gold}} |
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− | {{Card div|Flametongue Totem|Level 43/44|gold}} |
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− | {{Card div|Windspeaker|Level 45/46|gold}} |
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− | {{Card div|Hex|Level 47/48|gold}} |
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⚫ | |||
− | {{Card div|Magma Rager|Level 51/52|gold}} |
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− | {{Card div|Frostwolf Warlord|Level 53/54|gold}} |
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− | {{Card div|Booty Bay Bodyguard|Level 55/56|gold}} |
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− | {{Card div|Frostwolf Grunt|Level 57/58|gold}} |
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− | {{Card div|Reckless Rocketeer|Level 59/60|gold}} |
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==References== |
==References== |
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+ | {{reflist}} |
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− | <references /> |
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− | |||
{{classes}} |
{{classes}} |
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− | |||
<metadesc>A complete reference to the Shaman class and cards available in Hearthstone.</metadesc> |
<metadesc>A complete reference to the Shaman class and cards available in Hearthstone.</metadesc> |
Revision as of 21:21, 20 June 2021
- Masters of the primal elements, Shaman manipulate nature’s forces to call up healing rains, unleash torrents of lava, or conjure spiritual allies to aid them in battle. A Shaman’s arsenal reflects the balance of the natural forces they wield: versatile and powerful minions, spells, buffs and damage.[1]
Shaman is one of 11 classes in Hearthstone.
Heroes
Shaman is represented by the following heroes. Thrall is the default hero of Shaman.
- Heroes
- Alternate portraits
Background
- 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.[2]
Hero Power
- Main article: Totemic Call
- Activating the Shaman’s Hero Power will randomly summon 1 of 4 possible Totem minions: Healing Totem, Stoneclaw Totem, Searing Totem, or Strength Totem.[1]
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.
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
- Totemic Slam is the upgraded Hero Power.
- 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.
Traits
Totems
- Though typically inexpensive with smaller stats, Totems represent the Shaman's mastery over the elements and can sport powerful effects or overwhelm the opponent when enhanced.[1]
- Featured cards
Overload
- Overload cards allow the Shaman to immediately tap into powerful effects by temporarily reducing their available Mana Crystals on the following turn.[1]
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.
- Featured cards
Evolution
- Shaman can unlock the secrets of life itself, evolving their minions into random minions of a higher cost or rarity.[1]
- Featured cards
How to get cards
Core cards
Raising Shaman up to level 10 awards 16 Core Shaman cards (31 copies), while winning up to 500 games in Ranked, Arena and Duels awards golden copies of existing cards. All Core cards are uncraftable and cannot be crafted or disenchanted.
- Starting cards
Shaman starts with the following cards:
- Levels 2-10
Up to level 10, reaching each level will award the player two copies (one at level 10) of a new Core Shaman card.
Expansion cards
- Main article: Card pack
Shaman's expansion cards can be obtained mostly by obtaining corresponding card packs or Shaman class packs. The player can buy them in Shop with gold or real money, or get them through various sources. Some cards may be available through various promotions, like logging in to get them.
Mini-set cards, while can be obtained like expansion cards, can also be obtained by buying its bundle available in Shop for a limited-time. The player can buy the bundle with gold or real money.
Expansions cards are also craftable and can be obtained by crafting them with Arcane Dust.
Adventure cards
- Main article: Adventure
Adventure cards can be obtained by completing their Adventure's encounters. They are uncraftable until the player completes the Adventure or their set rotates to Wild format. The player can buy the Adventure with gold for each individual part, or real money for the whole of it.
Cards
Main |
Breakdown of Shaman cards in both Standard and Wild formats can be seen in the following table.
Rarity | Hero | Minion | Spell | Weapon | Location | Anomaly |
---|---|---|---|---|---|---|
Free | 0 | 6 | 14 | 0 | 0 | 0 |
Common | 0 | 56 | 59 | 5 | 0 | 0 |
Rare | 0 | 45 | 52 | 10 | 1 | 0 |
Epic | 0 | 27 | 26 | 8 | 0 | 0 |
Legendary | 5 | 42 | 5 | 2 | 0 | 0 |
Strategy and gameplay
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
- 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.
Gallery
- Card frames
- Dual-class
- History
Hero card prior to Patch 18.0.0.54613
Spell prior to Patch 20.0.0.77662
Patch changes
- Patch 20.0.0.77662 (2021-03-25): Totemic Call now summons Strength Totem instead of Wrath of Air Totem.
References
- ↑ 1.0 1.1 1.2 1.3 1.4 Shaman - Heroes - Hearthstone. PlayHearthstone. Retrieved on 2021-06-20.
- ↑ http://us.battle.net/wow/en/game/class/shaman