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{{Class define
<big>The '''{{iconspanclass|Shaman|x20px}}''' is one of the ten [[class]]es in ''[[Hearthstone]]'', represented by ''[[Thrall]]'', ''[[Morgl the Oracle]]'', ''[[King Rastakhan]]'', ''[[The Thunder King]]'', and ''[[Lady Vashj (hero)|Lady Vashj]]''.</big>
 
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|id=8
{{tocright}}
 
  +
|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>
  +
'''{{iconspanclass|{{PAGENAME}}|x24px}}''' is one of {{Number of classes}} [[class]]es in ''[[Hearthstone]]''.
   
 
==Heroes==
 
==Heroes==
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{{PAGENAME}} is represented by the following [[hero]]es.
{{tocright}}
 
  +
{{Class article heroes|Shaman}}
{{heroportrait|Thrall}}
 
{{heroportrait|Morgl the Oracle}}
 
{{heroportrait|King Rastakhan}}
 
{{heroportrait|The Thunder King}}
 
{{Heroportrait|Lady Vashj}}
 
 
{{heroportrait|Warchief Thrall}}
 
{{heroportrait|Earthfury Thrall}}
 
{{heroportrait|Thrall, Son of Durotan}}
 
{{heroportrait|Alterac Thrall}}
 
{{heroportrait|Wolfrider Thrall}}
 
   
 
==Background==
 
==Background==
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==Hero Power==
 
==Hero Power==
{{Card|Totemic Call}}
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<div style="float:right">{{Card|Totemic Call}}</div>
  +
{{Main|Totemic Call}}
{{clrl}}
 
  +
:''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"/>
[[Hero Power]]s 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 [[Wrath of Air Totem]].
+
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}}
 
{{Card|Stoneclaw Totem}}
 
{{Card|Stoneclaw Totem}}
{{Card|Wrath of Air Totem}}
+
{{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.
  +
 
===Replacement Hero Powers===
 
===Replacement Hero Powers===
  +
{{Class article hero powers|Shaman}}
{{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}}
 
  +
*[[Totemic Slam]] is the upgraded Hero Power.
{{clrl}}
 
 
*[[Charged Hammer]] Deathrattle will replace the current Hero Power with [[Lightning Jolt]].
[[Justicar Trueheart]] Battlecry and [[Baku the Mooneater]]'s Start of Game effect will replace Totemic Call with [[Totemic Slam]].
 
 
*[[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==
[[Charged Hammer]] Deathrattle will replace the current Hero Power with [[Lightning Jolt]].
 
  +
===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" />
  +
;Featured cards
  +
{{Div list cards|{{Card|Flametongue Totem}}{{Card|Mana Tide Totem}}{{Card|EVIL Totem}}{{Card|Totemic Surge}}}}
   
  +
===Overload===
[[Thrall, Deathseer]] will replace the current Hero Power with [[Transmute Spirit]], as well as replacing the hero.
 
  +
:''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" />
 
[[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
  +
{{Div list cards|{{Card|Lightning Bolt}}{{Card|Stormforged Axe}}{{Card|Feral Spirit}}{{Card|Earth Elemental}}}}
   
  +
===Evolution===
[[Hagatha the Witch]] will replace the current Hero Power with [[Bewitch]], as well as replacing the hero.
 
  +
:''Shaman can unlock the secrets of life itself, evolving their minions into random minions of a higher cost or rarity.''<ref name="PlayHearthstone" />
  +
;Featured cards
  +
{{Div list cards|{{Card|Evolve}}{{Card|Thrall, Deathseer}}{{Card|Mutate}}{{Card|The Storm Bringer}}}}
   
 
==How to get cards==
[[Corrupt the Waters]] will replace the current Hero Power with [[Heart of Vir'naal]] once the Quest is completed.
 
 
===Core cards===
  +
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.
  +
;Starting cards
 
{{PAGENAME}} starts with the following cards:
  +
{{Div list cards
  +
|{{Card|Lightning Bolt (Core)|origlink=1}}
  +
{{Card|Menacing Nimbus (Core)|origlink=1}}
 
{{Card|Rockbiter Weapon (Core)|origlink=1}}
 
{{Card|Windfury (Core)|origlink=1}}
  +
{{Card|Tidal Surge (Core)|origlink=1}}
 
{{Card|Unbound Elemental (Core)|origlink=1}}
 
{{Card|Fire Elemental (Core)|origlink=1}}
  +
}}
  +
;Levels 2-10
 
Up to level 10, reaching each level will award the player two copies (one at level 10) of a new Core {{PAGENAME}} card.
  +
{{Div list cards
 
|{{Card|Novice Zapper|footer=Level 2}}
  +
{{Card|Hex (Core)|origlink=1|footer=Level 3}}
  +
{{Card|Mana Tide Totem (Core)|origlink=1|footer=Level 4}}
  +
{{Card|Feral Spirit (Core)|origlink=1|footer=Level 5}}
  +
{{Card|Lightning Storm (Core)|origlink=1|footer=Level 6}}
  +
{{Card|Draenei Totemcarver (Core)|origlink=1|footer=Level 7}}
  +
{{Card|Earth Elemental (Core)|origlink=1|footer=Level 8}}
  +
{{Card|Doomhammer (Core)|origlink=1|footer=Level 9}}
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{{Card|Al'Akir the Windlord (Core)|origlink=1|footer=Level 10}}
  +
}}
  +
===Expansion cards===
  +
[[File:{{PAGENAME}} - Card pack.png|200px|thumb|{{PAGENAME}} pack]]
 
{{Main|Card pack}}
  +
{{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.
   
  +
[[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.
[[Galakrond, the Tempest]] will replace the current Hero Power with [[Galakrond's Fury]], as well as replacing the hero.
 
  +
  +
Expansions cards are also craftable and can be obtained by crafting them with [[Arcane Dust]].
  +
  +
===Adventure cards===
  +
{{Main|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==
  +
{{List cards formats}}
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Breakdown of {{PAGENAME}} cards in both Standard and Wild formats can be seen in the following table.
  +
{{Class article cards|Shaman}}
   
 
==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==
==Unique mechanics==
 
  +
;Card frames
[[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.
 
  +
<gallery widths="150">
  +
frame-hero-shaman - Patch 18.0.png|Hero card
  +
frame-minion-shaman - Patch 18.0.png|Minion
  +
frame-spell-shaman - Patch 20.0.png|Spell
  +
frame-weapon-shaman - Patch 18.0.png|Weapon
  +
</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
  +
frame-spell-shaman-mage - Patch 20.0.png|Shaman/Mage Spell
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</gallery>
   
  +
;History
==Spells==
 
  +
<gallery widths="150">
{{Wild format list}}
 
  +
frame-hero-shaman.png|Hero card prior to [[Patch 18.0.0.54613]]
See [[Spell]].
 
  +
<!--frame-minion-shaman.png|Minion prior to Patch 18.0.0-->
{{List cards|format=standard|class=Shaman|type=Spell|collectible=true}}
 
  +
frame-spell-shaman.png|Spell prior to [[Patch 20.0.0.77662]]
{{List cards/Section|title=Uncollectible|text={{Wild format list}}
 
  +
frame-weapon-shaman.png|Weapon prior to Patch 18.0.0
The following spells are generated by other shaman cards or effects, and are [[uncollectible]].|level=3|format=standard|class=Shaman|type=Spell|collectible=false}}
 
  +
</gallery>
   
==Minions==
+
==Patch changes==
  +
* {{Forged in the Barrens patch}} [[Totemic Call]] now summons [[Strength Totem]] instead of [[Wrath of Air Totem]].
{{Wild format list}}
 
All classes can also use [[neutral]] minions in their decks. See [[Minion]].
 
{{List cards|format=standard|class=Shaman|type=Minion|collectible=true}}
 
 
===Uncollectible===
 
{{Wild format list}}
 
The following minions are generated by other shaman cards or effects, and are [[uncollectible]].
 
{{List cards|format=standard|class=Shaman|type=Minion|collectible=false}}
 
 
==Weapons==
 
{{Wild format list}}
 
Shamans have access to a limited range of [[weapon]]s.
 
{{List cards|format=standard|class=Shaman|type=Weapon}}
 
{{List cards/Section|title=Uncollectible|text={{Wild format list}}
 
The following weapons are generated by other shaman cards or effects, and are [[uncollectible]].|level=3|format=standard|class=Shaman|type=Weapon|collectible=false}}
 
{{List cards/Section|title=Hero card|text={{Wild format list}}
 
See [[Hero card]].|level=2|format=standard|class=Shaman|type=Hero card}}
 
{{List cards/Upcoming|format=standard|level=2|class=Shaman|collectible=true}}
 
 
==Leveling rewards==
 
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.
 
 
Levels up to 10 award new [[basic]] class cards, while levels after this award only [[golden]] versions of existing cards.
 
 
===Starting cards===
 
All shaman start with the following class cards.
 
 
{{Card|Ancestral Healing}}
 
{{Card|Frost Shock}}
 
{{Card|Hex}}
 
{{Card|Rockbiter Weapon}}
 
{{Card|Windfury (card)}}
 
 
===Level 2-10===
 
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.
 
 
{{Card div|Bloodlust|Level 2}}
 
{{Card div|Flametongue Totem|Level 4}}
 
{{Card div|Totemic Might|Level 6}}
 
{{Card div|Windspeaker|Level 8}}
 
{{Card div|Fire Elemental|Level 10}}
 
 
===Level 11-60===
 
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.
 
 
{{Card div|Ancestral Healing|Level 15/20|gold}}
 
{{Card div|Windfury (card)|Level 23/26|gold}}
 
{{Card div|Totemic Might|Level 28/30|gold}}
 
{{Card div|Frost Shock|Level 32/34|gold}}
 
{{Card div|Rockbiter Weapon|Level 36/38|gold}}
 
{{Card div|Bloodlust|Level 40/42|gold}}
 
{{Card div|Flametongue Totem|Level 43/44|gold}}
 
{{Card div|Windspeaker|Level 45/46|gold}}
 
{{Card div|Hex|Level 47/48|gold}}
 
{{Card div|Fire Elemental|Level 49/50|gold}}
 
{{Card div|Magma Rager|Level 51/52|gold}}
 
{{Card div|Frostwolf Warlord|Level 53/54|gold}}
 
{{Card div|Booty Bay Bodyguard|Level 55/56|gold}}
 
{{Card div|Frostwolf Grunt|Level 57/58|gold}}
 
{{Card div|Reckless Rocketeer|Level 59/60|gold}}
 
   
 
==References==
 
==References==
  +
{{reflist}}
<references />
 
 
   
 
{{classes}}
 
{{classes}}
 
   
 
<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 icon Shaman is one of 11 classes in Hearthstone.

Heroes

Shaman is represented by the following heroes. Thrall is the default hero of Shaman.

Heroes
HERO 02
HERO 02a
HERO 02b
HERO 02c
HERO 02e
HERO 02m
HERO 02p
HERO 02ag
Alternate portraits
HERO 02d
HERO 02f
HERO 02g
HERO 02h
HERO 02i
HERO 02j
HERO 02k
HERO 02n
HERO 02o
HERO 02q
HERO 02r
HERO 02s
HERO 02t
HERO 02u
HERO 02w
HERO 02x
HERO 02y
HERO 02z
HERO 02aa
HERO 02ab
HERO 02ad
HERO 02ae
HERO 02af
HERO 02ah
HERO 02ai
HERO 02ak
HERO 02al


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

Totemic Call
Main article: LegacyTotemic 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 LegacyTotemic Call, which randomly summons 1 of 4 possible Totem-type minions, each with different stats and abilities: LegacyHealing Totem, LegacyStoneclaw Totem, LegacySearing Totem, or LegacyStrength Totem.

Healing Totem
Searing Totem
Stoneclaw Totem
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 LegacyBloodlust or even LegacyRaid Leader can turn a board of weak Totems into a force to be reckoned with.

Replacement Hero Powers

Totemic Slam
Lightning Jolt
Transmute Spirit
Bewitch
Heart of Vir'naal
Galakrond's Fury
Earth Invocation
Water Invocation
Fire Invocation
Lightning Invocation
Command the Elements

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
Flametongue Totem
Mana Tide Totem
EVIL Totem
Totemic Surge

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 LegacyForked Lightning and LegacyCleave). 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 LegacyBloodlust, LegacyLightning Storm, and LegacyLava 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
Lightning Bolt
Stormforged Axe
Feral Spirit
Earth Elemental

Evolution

Shaman can unlock the secrets of life itself, evolving their minions into random minions of a higher cost or rarity.[1]
Featured cards
Evolve
Thrall, Deathseer
Mutate
The Storm Bringer

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:

Lightning Bolt
Menacing Nimbus
Rockbiter Weapon
Windfury
Tidal Surge
Unbound Elemental
Fire Elemental
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.

Novice Zapper
Level 2
Hex
Level 3
Mana Tide Totem
Level 4
Feral Spirit
Level 5
Lightning Storm
Level 6
Draenei Totemcarver
Level 7
Earth Elemental
Level 8
Doomhammer
Level 9
Al'Akir the Windlord
Level 10

Expansion cards

Shaman - Card pack

Shaman pack

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

List cards subpages
Main

Breakdown of Shaman cards in both Standard and Wild formats can be seen in the following table.

ShamanShaman card statistics
Rarity Hero Minion Spell Weapon Location Anomaly
Free 0 6 14 0 0 0
CommonCommon 0 56 59 5 0 0
RareRare 0 45 52 10 1 0
EpicEpic 0 27 26 8 0 0
LegendaryLegendary 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 The League of ExplorersTunnel Trogg and Vessina. Their board control is excellent with removal and transform effects such as LegacyLightning Storm, LegacyHex, and Saviors of UldumEarthquake. Shamans also a wide range of powerful minions to choose from, ranging from low-cost (LegacyFlametongue Totem, The Grand TournamentTotem Golem), medium-cost (Whispers of the Old GodsFlamewreathed Faceless, LegacyEarth Elemental), to the late-game (LegacyFire Elemental, LegacyAl'Akir the Windlord).

Totems support the Shaman throughout a match, and can even be made into a fighting force in their own right. LegacyTotemic 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 LegacyBloodlust, The Grand TournamentThunder Bluff Valiant, Saviors of UldumTotemic Surge, and Whispers of the Old GodsThing from Below reward a shaman for amassing totems.

Shamans have many ways to close out a game. LegacyBloodlust and Windfury allow for game winning turns with super-buffed minions. The shaman can also deal huge burst damage with spells such as LegacyLightning Bolt and LegacyLava Burst, or even with their own weapon - a LegacyRockbiter Weapon-enhanced LegacyDoomhammer is an iconic and devastating way to finish the game. Alternatively, a more control-oriented shaman can starve out enemies with massive heals (The Grand TournamentHealing Wave, Mean Streets of GadgetzanJinyu Waterspeaker, Whispers of the Old GodsHallazeal 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 Journey to Un'GoroFire Plume Harbinger and Journey to Un'GoroHot Spring Guardian and synergy effects like The WitchwoodEarthen Might, and late-game Elemental finishers like Journey to Un'GoroStone Sentinel and Journey to Un'GoroKalimos, Primal Lord for a huge tempo swing.

Another element unique to Shamans are cards that transform minions into an entirely new and random minion. Whispers of the Old GodsEvolve, Kobolds & CatacombsUnstable Evolution, Whispers of the Old GodsMaster of Evolution, Knights of the Frozen ThroneThrall, Deathseer, and The Boomsday ProjectThe Storm Bringer transforms their own minions into a more costly minion, while Mean Streets of GadgetzanDevolve 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 Journey to Un'GoroPrimalfin Totem and Mean Streets of GadgetzanCall in the Finishers and have cards that reward swarming with murlocs like The League of ExplorersEveryfin is Awesome and Journey to Un'GoroUnite 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 Saviors of UldumCorrupt the Waters, once completed, lets them double their Battlecry effects, making their already powerful cards even stronger. What's more, the dreaded The WitchwoodShudderwock 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 Journey to Un'GoroSpirit Echo and Kobolds & CatacombsGrumble, 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 LegacyMana 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 LegacyRaid Leader or LegacyBloodlust, or even LegacyFlametongue Totem for unexpected trades. You may even be able to use the totems against the shaman if you play cards like LegacySea Giant or LegacyFlesheating 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 LegacyHellfire or LegacyHoly Nova, or low-Attack minions that can trade with them without wasting too much face damage. The druid's LegacySwipe can also be extremely effective against totems, especially when paired with Spell Damage.
  • LegacyBloodlust and totem buffs like The Grand TournamentThunder 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 LegacyLava Burst and LegacyRockbiter 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 LegacyHex. 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 LegacyLightning Storm, so try to not have a large field when your opponent hasn't played them yet.

Gallery

Card frames
Dual-class
History

Patch changes

References