- Seasoned fighters of unparalleled prowess, Warriors have mastery over an arsenal of weaponry and armor, allowing them to be both deadly combatants and formidable defenders. Taking damage only serves to enrage the Warrior and his Minions, triggering powerful effects that further enhance their fearsome abilities.
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- Main article: Warrior
For as long as war has raged, heroes from every race have aimed to master the art of battle. Warriors combine strength, leadership, and a vast knowledge of arms and armor to wreak havoc in glorious combat. Some protect from the front lines with shields, locking down enemies while allies support the warrior from behind with spell and bow. Others forgo the shield and unleash their rage at the closest threat with a variety of deadly weapons. The warrior’s battle cries embolden friends and leave foes cowering in fear. With legendary precision, warriors target the smallest gaps in armor and slice at hamstrings in a blur of steel.
Every dragon slain, corrupted tyrant toppled, and demon banished from Azeroth has trembled in the face of these lords of war.
Armor Up! is the warrior Hero Power, allowing the warrior to gain 2 Armor. A powerful defensive option, Armor Up! can be useful for slowly building a wall of Armor, through which the opponent will have to break in order to defeat the warrior, and makes a solid option to fall back on when mana is not better spent elsewhere. In contrast to Health, Armor can be stacked indefinitely. Armor-synergy cards such as Shield Slam can also allow Armor to be used in other ways.
Replacement Hero Powers
- Tank Up! is the upgraded Hero Power.
- Sulfuras Battlecry, Fire Plume's Heart reward, will replace the current Hero Power with DIE, INSECT!.
- Scourgelord Garrosh will replace the current Hero Power with Bladestorm, as well as replacing the hero.
- Dr. Boom, Mad Genius will replace the current Hero Power with Big Red Button, as well as replacing the hero.
- Hack the System will replace the current Hero Power with Anraphet's Core once the Quest is completed.
- Galakrond, the Unbreakable will replace the current Hero Power with Galakrond's Might, as well as replacing the hero.
- Axe, sword, maul, or whip--Warriors can wield any martial tool with deadly alacrity.
- Featured cards
- In addition to protecting the Warrior from incoming attacks by absorbing damage on top of their normal Health, Armor can also be used to trigger powerful effects.
- Featured cards
- No pain, no gain--some Warrior minions benefit from taking strategic damage, often dealt by the Warrior’s own cards.
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How to get cards
Raising Warrior up to level 10 awards 16 Core Warrior 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
Warrior 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 Warrior card.
- Main article: Card pack
Warrior's expansion cards can be obtained mostly by obtaining corresponding card packs or Warrior 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.
- 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.
Breakdown of Warrior cards in both Standard and Wild formats can be seen in the following table.
Strategy and gameplay
The warrior in Hearthstone is best played as an aggro, combo, or control deck. Warrior cards and mechanics tend to favor attacking, and having creatures that can deal and take damage. The premier mechanic of the warrior class is Enrage, which gives a buff to a creature when it is damaged, like Amani Berserker and Grommash Hellscream.
Warriors have many cards that cause or can cause damage to their own minions such as Whirlwind, Cruel Taskmaster, and Inner Rage, which are perfect for triggering effects that require a minion to be damaged, or effectively providing one to the damaged minion. These cards are also useful for triggering minions effects that activate from taking damage like Frothing Berserker and Axe Flinger. The class also features some cards which offer benefits from damaged minions such as Battle Rage, which allows you to draw a card for every damaged minion, and Armorsmith, which increases your armor anytime a minion is damaged, as well as Rampage, able to empower and protect damaged minions without removing their enrage effect.
Warriors also place heavy emphasis on Charge and Rush. They can send their own Charge minions like Kor'kron Elite and Grommash Hellscream to devastate the opponent's health pool instantly or Rush minions like Militia Commander, Darius Crowley, and Restless Mummy to challenge and outdo their opponent in minion-to-minion combat. The latter is often rewarded with synergy cards like Spirit of the Rhino and Warriors can give Rush to any of their own minions with cards like Rocket Boots, The Boomship, and Dr. Boom, Mad Genius.
Warriors also have a large amount of effective defensive cards which along with their Hero Power allows for a more controlling strategy where they can stall the game long enough to be able to freely play high cost and powerful cards that can win the game on their own. Additionally, the warrior's many weapon cards and armor buffs allow the hero to kill the opponent's creatures himself while taking minimum damage, all while gaining card advantage and waiting for mana to play more expensive cards.
Warriors come with plenty of weapons to allow the warrior to do their board clearing in person. Warriors have access to more weapon cards than any other class, from lighter weapons like Fiery War Axe to heavy arms like Gorehowl, swinging at minions for the exchange of combat damage or just at the opponent's face to speed up their defeat. They can also buff their weapon's durability to make them last longer, perfect for weapons that benefit from additional uses like Wrenchcalibur and Livewire Lance.
Warriors do have access to multiple direct removal options, although many of them are conditional or symmetrical. Whirlwind and Warpath can clear out small minions including their own, but can be used to their advantage with minions that want to take damage. Cards like Execute, Crush, and Plague of Wrath are efficient but require damaged minions to work, which can be troublesome if you lack the cards to combo them with, and Brawl is a powerful but unpredictable board removal, leaving a single minion standing at the end of it.
Like every other class, warriors have themes giving flavor and common mechanics to their cards and decks. One such theme is Armor, which they gain through their Hero Power as well as cards like Shield Block, Shieldmaiden, and Ancient Shieldbearer. They are the only class with cards that directly grow in power with Armor, such as Shield Slam, Siege Engine, and Geosculptor Yip. Also highlighting this protective nature is Taunt minions and synergies, a theme that has been emphasized more since The Grand Tournament expansion. Examples include Bolster, Sparring Partner, Into the Fray, and the legendary Quest Fire Plume's Heart.
Warriors can complement this defense with aggression. Warriors have the strongest weapon theme of all classes, with an armory including Fiery War Axe, Death's Bite, and Arcanite Reaper, and also weapon buffs like Orgrimmar Aspirant, Hobart Grapplehammer, and Upgrade!. Pirates have also been associated with Warriors, with cards like N'Zoth's First Mate and Bloodsail Cultist complementing the weapons directly.
Another major theme representing this willingness to wade into battle is cards like Mortal Strike and Revenge which are improved by being at low Health. Warrior minions also take part in this desire to take damage, in ways ranging from the standard Enrage ability - represented famously by Grom Hellscream, among others - to unique triggered effects like Frothing Berserker, Armorsmith, Axe Flinger, Security Rover, and Blackhowl Gunspire. Cards like Sudden Genesis, Bloodsworn Mercenary, and Bloodboil Brute supplement this, while those like Whirlwind, Inner Rage, and Risky Skipper can be used to trigger friendly effects or hurt enemy minions. Finally, Execute, Crush, Sleep with the Fishes, and King Mosh can finish off enemies once they have been hit by all the damage flying around.
It's not only an equipped Warrior who jumps into the fray; many Warrior minions can Charge or Rush into the battle, attacking as soon as they're played. Warriors were notorious for their Charge minions in the earlier days of Hearthstone, and stories of Alexstrasza's Champion, a charging and very Raging Worgen, and Grim Patrons empowered by the once-mighty Warsong Commander serving as cautionary tales of the power of Charge minions. The more modern version of Warrior has an affinity with Rush, with cards like Darius Crowley and The Boomship dropping down minions to attack enemy minions, but never face.
Warriors are well-known as control classes, and Big Warrior goes all in on big minions. The game plan of Big Warrior is to use their wide array of board clears and Armor gain to stall until they can play their big threats like Troublemaker and Rattlegore. To offset their very high cost are cards that can summon their minions earlier, like Commencement and Woecleaver, using them to overwhelm the opponent with a constant stream of powerful minions.
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