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This is a list of playable Heroes and tropes as they appear in Hearthstone: Heroes of Warcraft. Keep in mind that this is about the characters as they are represented in the game itself; for general tropes about the characters, click here. note 

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Hero Characters

    Free Heroes 
Several tropes discussed with these characters can also be tropes applying to their class's playstyles and deck archetypes rather than being specific to that character.

  • Bragging Rights Reward: Reaching 500 wins as any hero unlocks an animated Golden portrait of that character. Reaching 1000 wins unlocks an alternate portrait for them entirely.

Anduin Wrynn, The Priest

Voiced by: Josh Keaton (EN), Tomoaki Maeno (JPN)

https://static.tvtropes.org/pmwiki/pub/images/anduin_wrynn_border_big_5763.png
The Light shall bring victory!note 
Click here to see King Anduin 
Son of King Varian Wrynn, the King of Stormwind, Anduin has access to a multitude of healing and offensive spells, as well as buffs to make his creatures effective Stone Walls. He also has a number of "control" spells to destroy or take control of enemies to reflect the darker Priest disciplines. His hero power heals anything on the board for two health, but certain cards can change this to an offensive spell dealing two—and later three—points of damage.
  • Animal Motif: As the game goes on, Dragon. Priest has the highest amount of class-exclusive Dragons and Dragon synergy (7 compare to 1 in Warrior and 3 in Paladin as of Kobold and Catacomb) and the Dragon minions high health naturally synergy well with the Priest playstyle and card pool.
  • Critical Existence Failure: The "wounded minions are still minions" rule especially applies for Priests, who can keep healing their minions up and make them a nuisance. Killing them is the only sure way to prevent this from happening. The Lightspawn card for priests averts this by having its attack always be equal to its health. Of course, this works both ways, and boosting the health of a Lightspawn is an easy way to make it a powerhouse.
  • Explosive Overclocking: Northshire Cleric is one of the best card for a Priest's card draw. But beware of playing her against another Priest, epsecially if you have two on the board. Stories abound where the opponent healed the board and force you to draw more cards than you can handle, immediately exhausting your deck and instantly killing you from the Fatigue damage.
  • Four Is Death: Inverted. He has two spells that instantly kill minions: Shadow Word: Death and Shadow Word: Pain. However, these spells work only for minions above, or below 4 attack respectively. Minions with 4 attack, like Chillwind Yeti, are considered very valuable, because they can't be targeted by these spells without a buff or debuff effect. It wasn't until Rise of Shadows that Priests got a card that can destroy 4-attack minions (Forbidden Words).
  • Glass Cannon: Can become one of these by converting his hero power from restoring 2 HP to dealing 2 HP of damage (then again to 3 HP) using Shadowform. He can also turn his healing spells into offensive ones using an Auchenai Priestess' effect. Normally Priests are known for having a Stone Wall strategy, but a Shadowform strategy sacrifices this for cost-efficient damage output that forces Anduin to win a game earlier than he normally would.
    • Taken to its extreme with the Shadowreaper Anduin Death Knight card, which gives him a 2 damage hero power that can be used multiple times a turn so long as you keep playing cards to refresh it.
  • Gradual Grinder: The general strategy of the plain vanilla Priest deck is to slowly wear the opponent's health and cards down while keeping one's hero and minions constantly healed. It's guaranteed to work eventually (since being out of cards causes health loss, which Anduin can heal back) provided that the Priest can withstand the enemy's barrage and stay healthy.
  • Hoist by His Own Petard:
    • Priests are quite good at defeating opponents with their own cards, as they have numerous means of either Power Copying random cards from their opponents' decks or taking control of minions already on the field.
    • Can be a victim of their own cards if they play one or multiple Northshire Clerics and the opponent is able to heal minions.
  • Mind Control: Has a few methods for taking over enemy minions. Shadow Madness is a 4 mana spell that lets him control an enemy with 3 or less attack for a single turn. Potion of Madnessnote  is similar, but targets minions with 2 or less for 1 mana. Mind Control is a 10 mana spell that permanently takes control of an enemy minion, although it can't attack immediately.
  • Necromancer: Priest has the most number of cards that bring dead minions back to life, such as Resurrect, Twilight's Call, and Mass Resurrection.
  • Psychic-Assisted Suicide: The most common use of Shadow Madness is to take an enemy minion and ram into another minion, killing them both.
  • Random Number God: A Rule of Fun deck, the so-called 'Randuin Wrynn', consists entirely out of cards with random elements to them. For extra fun, some of his cards copy random cards from the OPPONENT'S hand or deck.
  • Religious Bruiser: Being a devoted follower of the Light doesn't stop him from exclaiming that light will burn his enemy or will bring him victory. This is more prominently in him and Tyrande than Malfurion because the latter's quote tend to emphasize a general Gaia's Vengeance theme while the two of them exclaim their specific religion.
  • Stone Wall:
    • He can drag a game out for an extraordinary amount of time thanks to his being able to drastically increase the max health of his minions, keep himself alive with his hero power and various cards, shut down any dangerous creatures with Shadow Word: Pain and Shadow Word: Death, or just take them with Mind Control.
    • Also reflected in his class cards. Almost every Priest class minion has more health than damage, invoking this trope. And later on can be exploited by the Lightbomb.
    • The reward from Awaken The Makers quest is a 5-mana 8/8 Taunt whose Battlecry sets your health to 40.
  • So Proud of You: On the receiving end of this trope if he faced with the Warrior hero and play against his father Varian Wrynn, who proclaim proudly that his skill is growing.
  • Telepathy: A few cards copy cards from your opponent's deck or hand and adds them to your hand. Among these are Mind Vision, Thoughtsteal, Drakonid Operative, and Psionic Probe.
  • Yin-Yang Bomb: He wields the Light alongside the Shadow, using healing and fortifying powers alongside spells like Shadow Word: Pain. This can be seen in his portrait, where he wields a holy torch in one hand with a Shadow spell in the other.

Garrosh Hellscream, The Warrior

Voiced by: Patrick Seitz (EN), Tetsu Inada (JPN)

https://static.tvtropes.org/pmwiki/pub/images/garrosh_hellscream_border_9200.png
Victory or death!note 
Click here to see Corrupt Garrosh 
Former Warchief of The Horde and son of the legendary Grommash Hellscream, Garrosh has access to a lot of weapons and abilities to encourage straight-up brawls. His hero ability grants him two armor, meaning he can step into the fray himself without risking his life.
  • An Axe to Grind: Has the largest number of weapon cards, and many of them are axes.
  • Attack! Attack! Attack!: One way to play warrior is to just beat your opponent down with weapons and charge minions, coupled with attack boosts.
  • Big Ball of Violence: The Brawl spell uses one of these as a visual, which represents all the minions on a board getting into a giant melee with one (randomly chosen) survivor.
  • Body Armor As Hitpoints: His hero power gives him two armor - almost identical to hitpoints except that certain effects will work off how much health he has, regardless of how much armor he has built.
  • Better to Die than Be Killed: His opening war cry is the translated version of Lok'tar Ogar, Victory or Death, - his Concede quote will let you know that it's not all talk.
    Garrosh: "I choose death!"
  • The Corruption: His 1000 win portrait depicts him corrupted by Y'Shaarj like he was in the Siege of Orgrimmar.
  • Difficult, but Awesome: Any Warrior deck with an excess of Whirlwind effects, where they deal 1 damage to every minion on the board. There is plenty of explosive synergy to go around and a variety of strategies to choose from (the old Warsong Commander OTK, Blood Warriors to spam the board with big, cheap minions, building up big Frothing Berserkers), but there's a catch - you need to do an obscene amount of math very quickly to pull off anything, and one misstep can lose the game on the spot. To give an idea, the pre-nerfed Patron Warrior deck was the single hardest deck in the game to play, with even the highest level players constantly making mistakes with it, but also one of the best, possessing everything a deck needed to be good.
  • The Friend Nobody Likes: It's pretty telling that two of the Legendary minions, Vol'jin (a Priest minion) and Cairne Bloodhoof's special interactions are taking shots at him. They don't do the same with the alternative hero Magni.
  • Kill It with Fire: The reward of the Warrior quest Fire Plume's Heart is the Sulfuras weapon, which changes his Hero Power into Ragnaros' iconic, randomly-targeted 8-damage fireball.
  • Luckily, My Shield Will Protect Me: Shield Block generates a lot of armor points, and draws a card.
  • Mighty Glacier: Garrosh will usually hit the hardest per attack relative to the other attack-specific classes, but he needs a weapon card to do so (unlike Valeera or Malfurion who can use their hero powers) and will probably make fewer attacks overall.
  • Pet the Dog: Garrosh may be a jackass, but he has time to say a genuine Happy Winterveil when greeting someone during the Winterveil.
  • Spin Attack: Whirlwind and Death's Bite reflect this by dealing 1 damage to all minions (the latter when destroyed).
  • Shield Bash: Or Shield Slam as the card is named - deals one damage per armor point to a minion.
  • Stone Wall:
    • Various "Control Warrior" builds rely on building up a massive amount of Armor and clearing the board with Brawl before dropping fearsome late-game minions to beat down the opponent after their momentum has run out. Unlike Priest's healing, Armor can be built up past the standard starting health pool, blunting many burst damage combos.
    • With Dead Man's Hand and Bring It On, he can keep gaining Armor and replenishing his deck, while tanking his opponent's blows and watch them die from Fatigue. Watch Trump mastering the play and going from 40% winrate to 100%.
  • Stuff Blowing Up: Rise of Shadows gave rise to Bomb Warrior, where they will shuffle Bomb card into opponent deck which deals 5 damage when drawn. And that's not counting the bomb minions they field when Blastmaster Boom hits the field.
  • Turns Red: Enrage minions get buffed (usually through attack damage) when they're wounded, and Garrosh has a lot of card to cause said wounding. He can invoke this himself with Mortal Strike, which deals more damage if his health is low.
  • Walking Shirtless Scene: Doesn't appear to have anything to cover his chest. What prevent him from crossing into Mr. Fanservice like Malfurion is that his hero portray framed his gigantic gauntlet and belt buckle in the center rather than his chest.

Gul'dan, The Warlock

Voiced by: James Horan (EN), Tessho Genda (JPN)

https://static.tvtropes.org/pmwiki/pub/images/415562_5962.jpg
Your soul shall be mine!note 
Click here to see Shadow Gul'dan 
The first warlock of the orcish Horde, Gul'dan represents the Warlock class and their willingness to sacrifice everything around them in return for power—many of his cards, while strong, will directly hamper his ability to continue fighting by demanding health, cards, or even entire mana crystals as sacrifices for their play. Even his hero power lets him damage himself to draw a card.
  • Bad Boss: The only warlock minions that actually enjoy working for Gul'dan are the Succubus, Mistress of Pain, and the Floating Watcher. The others either hate him or are apathetic, with special mention going to the Imp minions (Flame Imp, Imp Gang Boss, and Blood Imp) whose voice clips are literally nothing but complaining. Granted, having loads of exclusive spells/minion effects that involve harming or killing your other minions probably isn't the best way to get on their good side.
  • Boss in Mook Clothing: Lord Jaraxxus, his original legendary card, is literally this if one considers heroes to be the bosses. He is unique among minions in that summoning him normally (rather than having him pulled directly to the field) makes him into the hero instead of Gul'dan.
  • Cast from Hit Points: Gul'dan has a powerful hero power, but using it costs him 2 HP in addition to the mana cost. A few of his minions also have Battlecries that damage your hero.
  • Casting a Shadow: He makes good use of shadow magic.
  • Critical Status Buff: Playing cards with Discard mechanic with an empty hand or while top-decking is practically this, as it allows you to play them without paying any cost.
  • Deadpan Snarker: His emotes are easily the most condescending of the cast. His old Sorry emote in particular oozed with so much sarcasm it was an insult just to hear it.
  • Deal with the Devil: See Power at a Price. Gul'dan's Demons are quite powerful for their cost, but they tend to come with various downsides from losing health, Discarding cards, destroying your mana crystal and so on. Even his spells have this theme, best exemplified with the Flavor Text of Void Contract.
    YOU SIGNED WHAT?!
  • Discard and Draw: Warlock has the vast majority of cards that discard from the hand, usually depicted as demonic sacrifices with cards such as Soulfire. It can also sacrifice health for more card draw. In Mean Streets of Gadgetzan, Warlock gets more cards that emphasize discarding and drawing.
  • Evil Is Not a Toy: Gul'dan summoning Jaraxxus will cost him his own life, as he can't control the Eredar Lord of the Burning Legion.
  • Friend or Foe: The Warlock has multiple spells and/or effects that damages everyone in the game, such as Hellfire, Dread Infernal, Felfire Potion, and more. They're pretty powerful for their cost, and in a pinch, you can take your enemy down with you.
    Hellfire: It's spells like these that make it hard for Warlocks to get decent help.
  • Glass Cannon: Gul'dan's cards have the best mana-cost-to-power ratio in the game, but come with varying drawbacks, such as causing him to lose health, cards, or board control, meaning he can lose options and survivability pretty quickly. Notably, varying Warlock decks involve exemplifying one of those drawbacks to greatly improve on others: a Giants Warlock is based around losing health quickly through minions and his hero power to both gain card advantage with said hero power and summon the powerful Molten Giantnote  and Mountain Giantnote  cards.
  • Godzilla Threshold: Summoning Jaraxxus can be this for Warlocks, considering how Gul'dan has to die for it to happen. He becomes the hero and has 15 HP, making it a good desperation measure if you're already below that point.
  • Heel–Face Turn: Implied with the Whispers of the Old Gods spell Renounce Darkness, which replaces his hero power and all warlock class cards with ones from another class. Can lead to Redemption Demotion due to the ridiculous amount of RNG involved, though the new cards receiving a 1-mana discount also make it a potential Lethal Joke Item.
  • Hellfire: He's a warlock, are you surprised? Ranges from the aptly named Hellfire, Soulfire, Shadowflame, and Demonfire.
    Demonfire is like regular fire except for IT NEVER STOPS BURNING HELLLPPP
  • I Am Your Opponent: When Jaraxxus is summoned normally, he makes it abundantly clear that he is the hero you will fight, not the puny warlock that he replaced.
    Lord Jaraxxus: You face Jaraxxus! EREDAR LORD OF THE BURNING LEGION!
  • Improvised Weapon: Discard mechanic is supposedly a Warlock-exclusive mechanic, befitting their Power at a Price theme. But there are ways to weaponize this, acknowledged by the Devs with the Howlfiendnote  - Treacherynote  - Defilenote  combo, which can get the enemy to Discard their entire hand.
  • Kill ’Em All: His Twisting Nether card clears the board of anything and everything. Generally considered a poor card, but it has been known to catch people off-guard. Also can be an incredibly powerful preparation for Lord Jaraxxus next turn.
  • Life Drain: Almost all of their healing is done via this. They make the heaviest use of the Lifesteal mechanic and even have Drain Life as one of their spells.
  • One-Winged Angel: Warlock players who use Lord Jaraxxus, since Jaraxxus replaces Gul'dan as the player character.
  • Our Demons Are Different: Guldan's minions are demons that run the gamut from succubi to imps to vaguely human abominations. The only thing they have in common is that they can be bound by warlock's will... that is, if they're willing to pay the price...
  • Lethal Joke Item: Treachery is a 3-mana spell that gives one of your minion to your opponent. Remember MTG's Donate? Same deal here; give your opponent a minion with nasty drawback (or just Doomsayer to bypass its activation sequence), and watch Hilarity Ensues.
  • Mook Maker: The reward of Warlock quest Lakkari Sacrifice is Nether Portal, an invulnerable, untargetable Permanent which constantly spews out two 3/2 Nether Imps at the end of every turn.
  • Playing with Fire: Hellfire, Flame Imp, Demonfire, Shadowflame, Soulfire... and that's just the basic set.
  • Power at a Price: The Warlock in a nutshell.
    • Gul'dan has access to Demons that are very good for their cost in Mana, but cost him in other ways like HP, discarding cards, or breaking a Mana crystal. As a result of having access to heavy-hitters earlier than he ought to, the general strategy of Warlocks is to rush them and dominate the match before an opponent can catch up.
    • This even applies to his Hero Power. Life Tap lets him draw one card at the cost of two mana and two health. Despite the extra cost, Life Tap is easily the most powerful basic Hero Power in the game.
  • Rush Boss: If an opposing Warlock plays Jaraxxus, you usually have about 2-3 turns to take out his 15 hit points before his weapon and his 6/6 Infernals overwhelm you.
  • Serial Escalation: The sacrifices required to play the Warlock's demon cards get progressively higher as the mana cost of the cards rises, in order to match with their progressively more powerful stats and abilities. You go from losing 3 health to the Flame Imp, to losing 2 cards to the Doomguard, to losing Gul'dan himself to Lord Jaraxxus.
  • Stone Wall: Control Warlock has many removal, board clear, Taunt and self-healing options, but lacks direct damage. However, this archetype is the most likely to make good use of Azari the Devourer.
  • Token Evil Teammate:
    • While Garrosh is also a villain in World of Warcraft, it's mostly downplayed with his cards as he has access to plenty of Alliance characters and other good guys. Gul'dan really plays his villainy up, however. Not only are his mechanics traditionally evil, aside from Wilfred Fizzlebang, every one of his minions can be considered a villain or evil entity. In pretty much every set where Warlocks are represented by a specific character, that character will almost always be a villain.
    • Slightly subverted in Whispers of the Old Gods, where he has the option to play Renounce Darkness and become a different class.
  • Weak, but Skilled: Warlock cards are less efficient than other class cards, often coming with major downsides or just having less impact per mana. They make up for this with an insane Hero Power, letting them stay fueled without the need to run much other card draw.
  • Zerg Rush: The classic Zoolock is this: a deck based around taking control of the board with cheap minions and tokens while always refueling with Life Tap. It's been one of the staple decks since the game's launch, rarely dipping out of the meta, and sometimes dominating it.

Jaina Proudmoore, The Mage

Voiced by: Laura Bailey (EN), Atsuko Tanaka (JPN)

https://static.tvtropes.org/pmwiki/pub/images/jaina_proudmoore_border_big_5236.png
You asked for it!note 
Click here to see Fire Mage Jaina 
Leader of the Kirin Tor, Jaina uses her magical abilities to shape the battlefield in her favor by freezing, polymorphing, redirecting damage targeted at her, and fireballing her way through the opposition. Her hero power helps with this, allowing her to deal one point of damage to anyone on the board. Jaina is the first unlocked heroine in the game and players always start the tutorial with her.
  • Awesome, but Impractical: Pyroblast after the update which changed its Mana Cost from 8 to 10, as Mages have no way to restore their Mana thus causing it to be a late-game only full-turn move. Granted, 10 damage against a target can be amazing, but that won't help a player much if they draw it into their starting hand where it will sit like a rock for quite a number of turns.
  • Baleful Polymorph: Mages can use Polymorph to turn minions into a 1/1 sheep with no ability other than it being a beast. In The Grand Tournament, they also got Polymorph: Boar, which does the same thing but instead transforms the target into a 4/2 boar with Charge. Mean Streets of Gadgetzan added Polymorph Potion, which is a secret that turns an enemy into a 1/1 sheep after they summon it.
  • Counterspell: One of the Mage's traps of the same name will automatically counter an adversary's next cast spell and negate it altogether.
  • Bowdlerization: In 2018, her art was changed to have an undershirt hiding her cleavage, which is what she wears in Heroes of the Storm and is a bit closer to her current look in World of Warcraft.
  • Counterspell: Available as a Secret that negates the next spell your opponent casts. Also the only card in the game that uses the "Counter" keyword.
    What's the difference between a mage playing with Counterspell and a mage who isn't? The mage who isn't is getting Pyroblasted in the face.
  • A Day in the Limelight: She is the first playable character from the game's Tutorial and is also the narrator for the Knights of the Frozen Throne trailer as well as being the only playable character in her original form and Frost Lich Jaina for the expansion's Prologue.
  • Deadpan Snarker: She has her moments in the tutorial.
    Illidan: You are NOT prepared!
    Jaina: I don't know. I just played five missions.
  • Disc-One Nuke:
    • Frostbolt (3 Damage plus Freezing) and Fireball (6 Damage) are two Mage Spells received with the basic starter cards, and are also two of the best damage and cost effective spell cards a Mage will ever receive.
    • Flamestrike is another basic card that everyone gets, but as mentioned multiple times in this site, it is the single most feared Board Clear in the game, and the holy standard to judge others.
  • Ditto Fighter: Mirror Entity is a trap card that makes an exact copy of the next minion an opponent summons on the Mage's side of the field. Alternatively, Duplicate is a trap card that makes two copies of the next of the Mage's minions to get destroyed. For a spell card that isn't a trap, Echo of Medivh puts a copy of every friendly minion on the Mage's side of the field into their hand, Molten Reflection creates a copy of a friendly minion already on the field, and Simulacrum duplicates the cheapest minion in the Mage's hand.
  • Doppelgänger Attack: Mirror Image allows a Mage to summon two minions who look slightly similar to Jaina herself. Although they cannot attack normally, they do have tangible defense as well as Taunt, making them great for shielding a Mage from minions' attacks.
  • Elemental Barrier: The magic trap Ice Barrier creates a shield of ice that protects Jaina from the next 8 points of damage ... the only drawback is that this trap can only be initially activated by melee damage, not direct damage from spells, Hero Powers, or minion effects (although it can block damage from these sources thereafter).
  • Elemental Powers: From Journey to Un'Goro onward, Mage has received a lot of Elemental synergy as well as a lot of their best new minions and cards happen to synergize well with or be Elementals themselves (Frost Lich Jaina, Pyros etc.)
  • Herd-Hitting Attack: Mages are famous for having several spells that hit multiple minions at once.
  • An Ice Person: Ice lances, Frostbolts, Cones of Cold, Frost Novas, Water Elementals... you're going to see a lot of your stuff frozen when fighting a mage.
  • "I Know You Are in There Somewhere" Fight: Her entire fight as Frost Lich Jaina against Tirion Fordring is this. Fortunately, he succeeds.
  • Jack-of-All-Stats: Jaina has quite a lot of utility, having a nice spread of spell cards.
  • Last Chance Hit Point: The Ice Block secret will protect her from lethal damage during that turn - it's a good sign to finish up quickly though, as you likely won't have more than a few healthpoints left.
  • Lighter and Softer: The Hearthstone Jaina is taken after the Theramore bombing, but she is not as extremely bitter as in the original World of Warcraft. Instead, she just snarks.
  • Luck-Based Mission:
    • Unstable Portal puts a random minion in your hand for 2 mana, costing 3 less than it normally does. Since this can draw from any minion in the game, it's up to the Random Number God whether you get an awesome legendary or a Wisp.
    • Mage's Goblins vs Gnomes Legendary, Flame Leviathan, is also quite luck-based. It deals 2 damage to everything on the field once drawn into a Mage's hand, so its usefulness is completely at the mercy of when the RNG decides to give it to you. You're just as likely to get it in a situation that cripples your opponent as you are in a situation that heavily hurts your own field (and sometimes both, or neither!).
    • Firelands Portal is also somewhat luck based. It's a 7 mana spell that deals 5 damage and summons a random 5 drop. You might summon a free Earth Elemental, or you might get a 4/2 Stormpike Commando, or if you're really unlucky, a 1/1 Furbolg Mossbinder. Slightly offset by the damage effect, as dealing 5 damage will never not be useful even if the portal whiffs.
    • Deck of Wonders stuffs your deck with five Scrolls that each cast a random spell when you draw them. Sometimes you destroy the opponent's board, sometimes you also discard your entire hand while doing so...
    • Primordial Glyph, as a card with a discover effect, naturally also fits this, though the Discover function minimizes the randomness by giving you three options to choose from. Whether or not those three options are useful in your current situation, however, is up to chance.
    • Babbling Book, Cabalist's Tome and Ruby Spellstone add random spells to your hand. There's a good chance you'll get something amazing (like another copy of that spell!), but there's an equal chance you'll get an utterly terrible spell.
  • Ms. Fanservice: This was more obvious prior to her art change, but still present. Her portrait made her cleavage stand out even more than usual, because it only shows heroes from the waist up and she was wearing a lower-cut top than she does in other portrayals. Post-bowdlerization, she still has a prominent exposed belly.
  • Playing with Fire: Fireblast, Fireball, Flamestrike, Pyroblast - the mage has the most fire spells of any class.
  • Randomized Damage Attack:
    • Arcane Missiles fires three bolts of pure arcane energy that do just 1 damage each randomly split between all enemy targets (including the enemy Hero). The only way this attack is ever not random is if the only target on the field is the enemy Hero. Greater Arcane Missiles is similar, but deals 3 damage per bolt instead of 1.
    • The Flamewaker minion shares a similar mechanic, firing two bolts of random targeting fire each time a friendly spell card is played.
    • Cinderstorm takes this one step further and fires five random missiles.
  • Squishy Wizard: Jaina has a great barrage of spells with a variety of function, but she has no class Taunt minions and only 2 class direct healing (Ice Block and Ice Barrier, both are very slow Secrets that need set up first and even then, both of them will not save the Mage from damage on their own turn like Fatigue damage while the latter is completely useless if the opponent use burn spells to finish you off). Downplayed in Knight of the Frozen Throne, in which they receive incredibly potent health gain in the form of Frost Lich Jaina (see below) and Arcane Artificer (1 mana 1/2 Elemental that give you Armor equal to the cost of the spell you casted).
  • Time Master: The reward of Mage quest Open the Waygate is 5-mana Time Warp, which grants an extra turn for the caster.
  • Trap Master: The magical trap variant. Mages have by far the most secret spells in the game, making it harder to narrow down which one spell a particular secret is. So many, in fact, that it's possible to build a just-for-fun deck containing nothing but all the secrets plus cards that benefit them or are benefited by them. The Mage Class Challenge in Curse of Naxxramas does exactly this.
  • Yin-Yang Bomb: Mages get lots of ice spells to freeze enemies solid, along with a bunch of fire spells to burn them to a crisp.
  • You Have Got to Be Kidding Me!: In the Knights of the Frozen Throne Prologue, she finally gets a playable card in her hand... on turn 3, while at 4 HP. And that card is Magma Rager.
    Jaina: Are you serious right now!?

Malfurion Stormrage, The Druid

Voiced by: Ed Trotta (EN), Binbin Takaoka (JPN)

https://static.tvtropes.org/pmwiki/pub/images/malfurion_stormrage_border_big_9087.png
I must protect the wild!note 
Click here to see Shan'do Malfurion 
The most powerful druid to ever have lived, Malfurion uses the trademark versatility of the druids to win his battles - many of his cards allows him to choose between which of two effects he wants to use, giving him more versatility than other decks. His hero power has him gain one armor and one attack, allowing him to take out that last bit of health on a card without suffering too greatly himself. Malfurion's hero power, and several of his cards, grant him attack and armor without giving him a weapon, thus lasting until the round ends (the armor stays until damage is dealt, though).
  • Achilles' Heel: Despite Druid's Jack-of-All-Stats nature, they have a fairly significant weakness: they lack board clears and good hard removal. Their best board clears are Swipe, which deals 4 to one target but only 1 to all others, making it far more situational than cards like Consecration or Flamestrike, and Starfall, which either hits one minion for 5 damage or all enemy minions for 2, making it less efficient than comparable spells like Consecration and Fireball. All of their hard removal is terrible, usually involving cheap costs but massive downsides that defeat the purpose. As a result, Druids' best win conditions are to either ramp up their mana and overwhelm their opponent with big minions, or swarm the board with little minions and buffs.
  • Combo: Before it was nerfed in April 2016, Force of Nature (create 3 2/2 Treants with charge) then Savage Roar (give all friendly characters +2 attack this turn) was so powerful it was refered to as "The Combo". Taking into account Malfurion himself, it dealt at the minimum 14 instant damage, more if other creatures were on the field. note 
  • Discount Card: The reward of Druid quest, Jungle Giants is Barnabus the Stomper, a minion whose Battlecry reduces the cost of all minions in your deck to 0.
  • Gaia's Vengeance: The general theme of the Druid, whose treants, beasts, and Ancients all reflect the wrath of nature.
    Cenarius: Who dares defile this ancient land?
  • Happily Married: Has an entrance quote against Tyrande that acknowledge their marriage by calling her "My beloved Tyrande" while she calls him "My dear Malfurion".
  • Jack-of-All-Stats: Druids are known for their versatility, since they have several cards that lets them chose from one of two effects, they can adapt to most situations. Even Malfurion's hero power can be considered a balanced intermediate between Garrosh's +2 armor and Valeera's +1 attack for 2 attacks.
  • Lightning Bruiser: Druid-specific minions tend to have both high attack and defense while costing a lot of mana to play, such as Ironbark Protector and Tyrantus. (The Bruiser part) But Druid is also famous for their ability to ramp up their Mana crystal or reducing their minion cost using Barnabus, allowing them to field such minions sooner or deploying more than one in a turn. (The Lightning part)
  • Magikarp Power: To contrast cards that break mana crystals (or disable them) for immediate power, Druids have a few options to invest mana now into empty mana crystals, paying dividends later on. A Druid that spends the mana on Wild Growth and Nourish will end up with 3 maximum mana ahead of his opponent in subsequent turns... if he can play them soon enough to benefit, that is.
  • Mr. Fanservice: Like Garrosh, he's a heavily-muscled male hero who's not wearing a shirt.
  • Mutual Disadvantage: In theory, the Poison Seeds spell does this by destroying all minions and turning them into 2/2 treants. In practice, it depends on a lot of factors (who had more minions beforehand, did any of them have deathrattles, were they bigger or smaller than 2/2, you get the idea).
  • Never Live It Down: In-Universe. Tyrande won't let him forget that he slept for 10000 years in the Emerald Dream.
  • Panthera Awesome: Most of Malfurion's beasts are panthers or other big cats. He himself becomes a lion when he uses his hero power or the Claw or Bite spells.
  • Sequence Breaking:
    • Druids can make use of Innervate (+1 mana for that turn only), Wild Growth (+1 empty mana crystal to be filled next turn), and Nourish (+2 mana crystals which are already filled) to play cards of higher mana cost that could normally be played at that stage in the game.
    • With the advent of TGT, Astral Communion is a 4-mana spell that discards your hand but giving you 10 empty mana crystals. Coining and Innervating into this allows you to drop 10 mana minions as early as turn 2.
    • A few sets have added other sequence-breakers. The most notable ones are Darnassus Aspirant (Gain an empty mana crystal as a Battlecry, lose it as Deathrattle), Jade Blossom (gain an empty mana crystal and summon a Jade Golem) and Twig of the World Tree (1/5 weapon, +10 mana crystals when it breaks; although, since the crystals are filled and it's not likely to break before turn 9, it's more often used as a combo enabler instead).
  • Stone Wall: Druid has access to some of the best Taunt minions in the game. On top of that, they're other class aside from Warrior to make heavy use of Armor. While it was less pronounced originally, they've received a lot of armor cards in later sets. It's not uncommon to see a Druid with 40+ armor on top of their 30 health, with a board of Taunts in the way.
  • Voluntary Shapeshifting: As a Druid, this is how he gains 1 attack and 1 armor when he uses his hero power. A few cards have this in flavour as well, such as Claw and Feral Rage.
  • When Trees Attack: Malfurion has a trio of huge Ancient minions that act as his exclusive heavy-hitters, and he can summon smaller Treants through numerous effects. Druid cards in The Boomsday Project are all about Treant synergies.
  • Why Won't You Die?: Has a number of powerful healing options such as Healing Touch and Ancient of Lore, which can be used with neutral ones like Antique Healbot, and if that's not enough, there's Tree of Life.
  • Zerg Rush: One common Druid deck, nicknamed Token Druid or Egg Druid, involves filling the board with lots of little minions and giving them all +1/+1 buffs with Power of the Wild and Mark of the Lotus, and finishing with Savage Roar.

Rexxar, The Hunter

Voiced by: Matthew Mercer (EN), Akio Kato (JPN)

https://static.tvtropes.org/pmwiki/pub/images/rexxar_hearthstone_4259.png
Let the hunt... begin.note 
Click here to see Wanderer Rexxar 
As Champion of the Horde, Rexxar calls upon his bestial allies to win his battles. His beasts synergize with each other and with many of Rexxar's abilities, and he has a slew of direct damage shots and secret traps available should the need arise. His hero power is to skewer the opposite hero on an arrow for two damage, allowing him to apply steady pressure to the opponent regardless of what the board looks like.
  • Attack Animal: A large portion of their spells call Beasts to their side, most notably Unleash the Hounds and Animal Companion.
  • Attack! Attack! Attack!: As the old saying goes, "Face is the place." His hero power lets him keep shooting the enemy hero for 2 damage a turn and can't be mitigated by taunts. Many of his beast-related cards either have Charge, give beasts Charge to quickly shred an opponent's health, or just deal heavy burn damage. Taken Up to Eleven with the infamous 'Face Hunter' deck, which forgoes almost all board control to keep hitting the enemy's face and win the fight quickly.
    • Even Control builds (as control-ish as Hunter gets, at least) often use this strategy, since board control isn't usually optimal for the class and they're just so good at pressuring the face.
  • The Archmage: Believe it or not, this is a viable Hunter archetype. As of Kobolds & Catacombs, a very popular Hunter list involves a deck with no minions, codified by Rhok'delar. The deck functions through the high number of Hunter spells that summon minions, acting as minions indirectly, and Deathstalker Rexxar providing endless Zombeasts.
  • Bears Are Bad News: Misha, a 4/4 Taunt which is one of the Animal Companions. In canon, she's Rexxar's Empathy Pet.
  • The Beastmaster: Hunter decks specialize in summoning and enhancing beasts. Rexxar is specifically the master of three beasts; Leokk, Misha, and Huffer which he can call with Animal Companion and other cards.
  • Boring, but Practical: Most Hunter cards lack flashy effects, just being generally strong minions and buffs. The class itself can be seen as this, with the entire game plan boiling down to "summon Beasts, hit the face, buff your Beasts up, hit the face some more". In fact, most Hunter cards with crazy effects see next to no play, since they're just so contrary to the point of the class.
  • Composite Character: Rexxar actually wields a pair of axes in World of Warcraft, and usually attacks from melee range. Here, he's given a bow to better represent the Hunter class as a whole.
  • Everything's Better with Dinosaurs: The Hunter legendary from the Classic set is King Krush, a 8/8 Devilsaur with charge. Needless to say, if your opponent has no tanks on the field, he can either tear a chunk out of their hero or decimate most high-power cards (and survive if combined with the 1-mana-cost Bestial Wrath) as soon as he is summoned.
    • Journey to Un'Goro gave Rexxar 2 more legendary dinos; Swamp King Dredd and the reward for "The Marsh Queen" quest, Queen Carnassa who adds even more dinosaurs to your deck.
  • HP to 1: Hunter's Mark does this to one minion. Even if a Hunter has no minions to dispatch the marked minion, an easy follow-up is to use Unleash the Hounds to finish it off.
  • Skill Gate Character: Is an entire class of this. Most of the best Hunter cards are either Commons or Rares, Hunter has a very linear, one-dimensional gameplan and win condition while most of its card synergize really obviously with each others. Statistic shows that it had among the highest play-rates, and among the highest win-rates... from rank 20-6, with both tanks significantly from rank 5 or above. The only times where this changes is where the class becomes Tier-Induced Scrappy.
  • Trap Master: One of four classes to use Secrets, and two of his are literal hunters' traps. To encourage the use of these Secrets, the Eaglehorn Bow weapon (3/2) gains +1 durability every time a friendly secret is revealed and the Lesser Emerald Spellstone summons two 3/3 Wolves and is upgraded up to two times when you play a Secret.
  • Zerg Rush: The card Unleash The Hounds summons a 1/1 hound for each minion on the opponent's side of the field. This can lend itself to overwhelming large creatures through sheer numbers alone.

Thrall, The Shaman

Voiced by: Chris Metzen (EN), Hideaki Tezuka (JPN)

https://static.tvtropes.org/pmwiki/pub/images/280px-thrall-full_3688.jpg
For Doomhammer!note 
Click here to see Warchief Thrall 
Son of Durotan and former Warchief of the Horde, Thrall uses his elemental ties to call upon aid. Elements are fickle beings however, and will often demand mana be paid not only during the turn they are summoned, but also the turn after that. His hero power reflects the volatility of elementals as well — Thrall may summon a totem imbued with power, but even he does not know which totem the elements grant him.
  • Baleful Polymorph: Shamans can use Hex to turn a minion into a 0/1 Toad that has Taunt.
  • Devolution Device: Shamans get the Devolve card from Mean Streets of Gadgetzan. Funnily enough, the artwork displays the Big-Bad Ensemble from the expansion pack, devolved into Murlocs.
  • Dishing Out Dirt: Oddly enough, this is usually averted. Very few Shaman cards make use of earth.
  • Drop the Hammer: It's Thrall, the Doomhammer weapon is practically obligatory: Two damage, eight durability, and can attack twice per turn.
  • Elemental Powers: Thrall's minions and spells reflect the major western elements, as is fitting for a Shaman. This theme is heavily emphasized in Journey to Un'Goro, which gave them a lot of Elemental synergy.
  • Evilutionary Biologist: Starting with the Evolve and Master of Evolution cards from Whispers of the Old Gods, Shaman has had this as a theme. It was continued with Devolve in Mean Streets of Gadgetzan and reached its logical conclusion in Knights of the Frozen Throne when the Shaman Death Knight was entirely based around this.
  • Herd-Hitting Attack: Lightning Storm deals 2-3 damage to all enemy minions.
  • An Ice Person: One of two classes to use Freeze spells (the other being Mage). It's far less emphasized here, though.
  • Jack-of-All-Trades: Shaman's cards are somewhat infamous for being all over the place. Over the years, they've had stints as both a heavy aggro class, a durable control class, a midrange class, and anything in between. They have cards for clearing the board, buffing minions, healing up, burning the opponent down, removing troublesome enemies... barring Secrets, if you can name it, there's probably a Shaman card for that.
  • Luck-Based Mission:
    • His hero power summons a random totem out of a possible four - will you get the one you need, or will you get something not as useful?
    • In addition, several of his cards do varying amounts of damage - Lightning storm deals two or three damage to all enemy minions, whereas Crackle (added in Goblins vs. Gnomes) can do anywhere from three to six damage at random.
  • Playing with Fire: A few cards use this as a theme, such as Lava Burst and the classically powerful Fire Elemental.
  • Power at a Price: The Overload mechanic. Cards that Overload cause the player to be short X number of Mana crystals next turn to balance out how abnormally strong the card is for its current cost. Nearly half of their hero-exclusive cards have Overload; it's possible for them to liberally make use of Overload then reinforce their powerhouses with cheap 2 Mana totems the next turn.
  • Shock and Awe: Several of Thrall's shaman spells are lightning-related.
  • Weak, but Skilled: Al'Akir the Windlord, the Shaman's legendary minion from the Classic set, can be considered to be this. He has 3/5 stats for 8 mana, which is beyond weak for its cost. However, it also has Windfury, Taunt, Divine Shield, and Charge properties, making it have the most effects of a single minion in the game.
  • Zerg Rush: Shaman specializes in swarming the board quickly with small minions. Their Hero Power allows them to summon a Totem each turn, which in turn can be turned into threat by cards like Bloodlust (+3 Attack on all friendly minions this turn), favorable trading through buff or allows more swarming from cards like Things From Below (6 mana 5/5 Taunt minion that has its cost decrease by 1 for each Totem summons).

Uther the Lightbringer, The Paladin

Voiced by: Michael McConnohie (EN), Shinya Fukumatsu (JPN)

https://static.tvtropes.org/pmwiki/pub/images/uther_border_big_9007.png
I will fight with honor!note 
Click here to see Lightforged Uther 
The first paladin of the Order of the Silver Hand, Uther uses the knights at his command along with the power bestowed upon him by The Holy Light to ensure that his cards stay in play through a multitude of healing, buffing, immunity-granting, resurrection and misdirective abilities. His hero power has him summon in reinforcements in the form of a one health / one attack recruit.
  • Barrier Warrior: Uther can give his minions Divine Shield with a spell or an exclusive minion.
  • BFS: Most of Uther's weapon cards. The Truesilver Champion heals him as he attacks, the Sword of Justice buffs minions he summons at the cost of durability, and the Ashbringer (equipped when Tirion Fordring dies) is just a really big, really tough sword.
  • Drop the Hammer: Has a Hammer of Justice spell in which he appears to throw a magic-imbued warhammer at something to deal three damage and draw a card.
  • Herd-Hitting Attack: Consecration hits all enemies (including the enemy hero) for two damage for 4 mana and Avenging Wrath deals 8 total damage to random targets for 6 mana.
  • Heroic Sacrifice: The gist of the Noble Sacrifice secret, which instantly summons a 2/1 Defender to intercept an enemy's attack.
  • Holy Hand Grenade: All of Uther's offensive spells are light-based.
  • HP to 1:
    • The class-specific spell Equality changes all minions' HP to one. It would be a real shame if the enemy Uther just happened to have a Consecration or Avenging Wrath spell to sweep your side of the field...
    • Alternatively, there's the Atk To One cards such as Humility and Aldor Peacekeeper to serve as the Paladin's pseudo-removals.
  • Jack-of-All-Stats: Paladins in general have some of everything: healing, buffing, weapons, decent spells, in addition to never being short on minions. However, they usually aren't the best at any particular one of those, though they do have the most cards with the Divine Shield property.
  • Last Chance Hit Point: One of Uther's secrets triggers when one of his minions dies and resurrects it with one health. If the minion had Divine Shield as a property, this can be additionally annoying since it will regain that as well.
  • Magikarp Power:
    • Like with priests, you really want to clear our every single minion on a paladin's board. That 1/1 Silver Hand Recruit doesn't look tough, but for just four mana and a single card it could become a 5/5. Even more dangerous are several Silver Hand Recruits, since playing Quartermaster can quickly buff them all up to 3/3.
    • Bolvar Fordragon, the other Paladin legendary, is the only minion in the game that continually gains power while sitting in your hand. He's a measly 1/7 for 5 mana to start off with, but since he gains +1 attack for each of your minions that dies, he can become a scary 10/7 with some patience.
  • Master of None: A problem saddled with attempts to play control with Paladin — while his board control options are decent, not a lot of them are actually great, leading to an attempted control Paladin being overshadowed by the more specialized control classes like Warlock or Mage.
  • The Minion Master: His hero power summons a 1/1 Silver Hand Recruit, but he has various buff spells and Battlecries which dramatically improve them into Elite Mooks status. Tellingly, his Quest invokes this, having to cast a number of spells on his own minions, and his Death Knight minions are the Horsemen of the Apocalypse which will kill the enemy hero if not kept in check.
  • Red Shirt: The Silver Hand Recruits produced by his Hero Power. 1/1 weenies with no special traits to speak of for 2 whole mana, which is far from cost efficient. But if you're stuck with a hand full of expensive spells, they make a good stopgap measure to keep a tiny bit of board control. Just a little.
  • Take Up My Sword: Tirion Fordring, the Paladin-exclusive legendary minion, does this to Uther when he finally dies by passing on his Ashbringer, a potent 5/3 weapon.
  • Trap Master: One of the four classes to use Secrets. The Paladin flavour has them taking the place of their passive auras from World of Warcraft. The "Secret Paladin" deck even dominated the meta for a while.
  • Token Good Teammate: He (and by extension, Liadrin) falls to this trope in the Whisper of the Old Gods expansion due to being the only class that (mostly) don't have any Old Gods-related cards in their class card set. In fact, several of the Paladin cards feature characters fighting against the titular Old Gods - including Ragnaros!
  • Touched by Vorlons: Lightforged Uther depicts an Alternate Universe where Uther survived and joined the Army of Light (likely instead of Turalyon). The Lightforged are mortal paladins that have been empowered by the Naaru.
  • Why Won't You Die?: Like Druid, he has a number of powerful healing options such as Holy Light, Guardian of Kings and Lay on Hands. Unlike Druid, Mill Paladin is not exactly viable, but these heals are practical enough to use in the course of normal game; one comes with a hefty 5/6 minion, and another draws you 3 cards.
  • Zerg Rush: Uther can reinforce himself with an 1/1 Silver Hand Recruit each turn with his hero power or instantly summon 3 of the minion with the Muster For Battle spell. This works well with "buff all allied minions" or "get buffed based on number of allies" strategies, or just to take out one of the opponent's low-power minions that cost him a card while yours didn't.

Valeera Sanguinar, The Rogue

Voiced by: Tara Platt (EN), Mayumi Asano (JPN)

https://static.tvtropes.org/pmwiki/pub/images/valeera_sanguinar_border_big_4083.png
Watch. Your. Back.note 
Click here to see Cap'n Valeera 
A blood elven rogue of exceptional skill from the Warcraft comic, Valeera, although identifying as a blood elf, has sworn herself to the Wrynn family. She focuses on summoning creatures and using weapons which gain power if they aren't the first card played in a turn, as well as using cheap card removal and card withdrawing abilities to delay an opponent until she can stab them in the back. Her hero power has her equip a one damage - two durability dagger to use as she pleases.
  • Action Girl: Valeera particularly stands out as the most active hero in direct combat, even more than the male ones! Specifically, while all heroes channel the spell cards in their decks, Rogues tend to actually attack with their hero much more than others due to having limitless weapons for 2 mana apiece. Only Garrosh Hellscream, Warchief of the Horde. even comes close, and even then, he hits harder but Valeera hits a lot more often.
  • Ascended Extra: Valeera is a rather minor character (even in the comics, Broll often overshadowed her) with only a cameo in WoW. This is particularly noticable compared to the other Heroes of Hearthstone who are all large parts of the story with major roles in the games. According to blue comments on Twitter, this was to add a Blood Elf Hero, while the original option, Garona, would've been another orc. This also led to a joke among the player base that she is obviously the best rogue, because you've never heard of her.
  • Boring, but Practical: The Rogue is quite a bit less flashy and more understated than the other classes. The majority of her unique cards are bandits and her unique legendary is a low level bandit lord. In comparison: Warriors can call on Grom Hellscream and his axe Gorehowl; Hunters get a bunch of beasts and a well known giant T-rex; Paladins can call in the man who killed the Lich King who comes with one of the two most famous swords in Warcraft for Uther to use if Tirion should fall; Thrall has his Doomhammer and an Elemental Lord; Priests have Shadowform, mind control, and the Draenei racial leader; Warlocks can summon a truckload of powerful demons culminating in Jaraxxus, EREDAR LORD OF THE BURNING LEGION!; Druids get starfall, ancients, and a demigod; and Mages get all kinds of flashy spells and Jaina's former mentor who'll keep giving you fireballs with every spell used (Even those same fireballs).
  • Combos: A named mechanic for Rogue-exclusive cards, who usually gain additional effects or potency if used in succession, making it possible to load a deck with cheap Combo cards and keep hitting the opponent as fast as possible.
  • A Day in the Limelight: Being the titular character and the only playable hero in the Brawl "Valeera's Bag of Burgled Spell", which feature her casting spells from different classes with each spells summon a random minion with the same cost.
  • Difficult, but Awesome: Rogue's cards tend to have low mana costs to facilitate their Combo mechanics, which requires quick thinking and knowledge of the best sequences. Additionally, Valeera is expected to use her daggers for early board control while preparing her Combo, but she doesn't deal as much damage as Garrosh nor have armor to mitigate the damage like Malfurion while her card arsenal doesn't have many board clear and no healing. But if you pull it off... well, there's a reason they call it Miracle Rogue.

    To drive the point home, statistic showed that Rogue has been a consistently unpopular class in ladder and barely breaks the 50% win rate. In tournament? Rogue has been in every World Championship line up that ended up winning, even in times where it is considered a low-Tier-Induced Scrappy.
  • Elite Mook: The reward from Rogue quest The Caverns Below is Crystal Core, a 5-mana spell that sets your minions' stats to 4/4 for the rest of the game. Yes, that includes the 1-mana Charge Stonetusk Boar.
  • Femme Fatale: Valeera has this aura about her personality and voice (it helps that she's voiced by Tara Platt this time around), making her more fitting as a sneaky Rogue. This is kind of surprising for those who read the comic, where she was a lot more impulsive.
  • Fork Fencing: Deadly Fork will leave a Sharp Fork weapon for Valeera as a Deathrattle. You may laugh, but remember it's a 3/2 weapon, compared to her default 1/2 daggers.
  • Fragile Speedster: Valeera will make many more attacks than the other attack-heavy heroes due to having infinite 1/2 weapons for 2 mana each as well as more class-specific weapons. However, unlike Malfurion or Garrosh, she cannot shield herself with armor, so she will take the full brunt of counterattack damage each time.
  • Glass Cannon: She can improve her weapons using certain cards and minions, potentially wielding the hardest hitting and most durable weapons of any class in the game. Best exemplified in the 'Oil Rogue' decks, which relies on doing exactly that to win. Still very squishy though and has no innate Taunt minions.
  • Knife Nut: Lots of knives and daggers, and she knows how to use them.
  • Irony: It's frequently joked that Rogues are less secretive than Paladins and less thieving than Priests while being better miracle workers than both.
  • In the Back: The aptly named 'Backstab' card for the rogue - free to use, and deals two damage to an undamaged minion. Whispers of the Old Gods add up with Shadow Strike, same thing, except five damage and costs 3 mana.
  • Lightning Bruiser: Valeera can create some insane combos with the right cards, to the point where she's considered a high-end Tier-Induced Scrappy.
  • One-Hit Kill: While not usually literal since you're bound to get in a LITTLE damage beforehand, the majority of top-tier Rogue decks have involved stalling for time until you have the cards and mana to perform one massive turn that burns the opponent down before they can react. Miracle Rogue involved using a Leeroy Jenkins + Shadowstep combo to repeatedly bash your face in, while Oil Rogue uses weapon buffs (mainly the titular Tinker's Sharpsword Oil) to give you a massive weapon.
  • Power Copying: Many Rogue cards add random cards from your opponent's class to your hand, letting you tap into their abilities - even ones they might not actually be running.
  • Pirate Girl: Her 1000 wins portrait shows her as one of these.
  • Punctuated! For! Emphasis!: "Watch. Your. Back." when starting a match. "Here. We. Go." when initiating attack. The first one is thrown back at her in any encounters with Kel'Thuzad with "Okay. I. Will."
  • The Last of These Is Not Like the Others: The other 1000 win portraits depict the heroes either as they appear in Warcraft now or how they appeared at a different popular point (and in Uther's case, a What If? that Blizzard loves implementing). Valeera instead gets a fairly goofy pirate costume that doesn't tie into anything.
  • The Smurfette Principle: While the dev team specifically avoided this by letting her and Jaina to be the primary heroes of their class, this can unintentionally happen if you obtain Medivh and/or Khadgar to replace Jaina and didn't / don't want to obtain the other heroines. Additionally, with the introduction of Maiev, Rogue is now officially the only class that is only represented by female characters
  • The Stoic: Valeera in this game is less explosive and hotheaded than she was in her origin comics, rarely raising her voice and actually showing the subtlety and silence required for a Rogue. The exception is when she emotes Threaten...
  • Tactical Withdrawal: Valeera has a few cards that do this, with one of them, Vanish, even causing minions to return en masse. These cards are the crutch of a Mill Rogue and Quest Rogue deck.
  • Trap Master: Starting with Kobolds and Catacombs, Rogue became the fourth class to use Secrets. Their Secrets are generally flavoured around crafty tactics, and are logically the most difficult to use correctly.
  • Twofer Token Minority: The reason she was included is to have a female blood elf neutral hero, while the original options Matthias Shaw, Edwin Vanclef (human, male) and Garona Halforcen (half-orc, Heel–Face Revolving Door) has already been filled by the other heroes.

    Unlockable Heroes 
Hero skins that can be unlocked either through purchase or as an award.

General

  • Cosmetic Award: The new heroes are purely cosmetic, offering new portraits, voice sets and animations, while playing identically to the free hero of the same class. It can be jarring in some cases, like Mecha-Jaraxxus or Morgl, where the base hero is very different.
  • Easter Egg: Some heroes have secret interactions if you play certain cards.
  • Temporary Online Content: The majority of alternate heroes were unlocked as part of a promotion or pre-order bonus. Blizzard has given no indication on whether they'll ever become available again.
    • Tyrande was only unlocked through two limited-time promotions, both of which are long since over.
    • Khadgar had the least availability of any hero in the game, as he was only around for a short time and only for iOS players.
    • If you weren't around for the Year of the Mammoth, you're not unlocking Maiev anytime soon since she was obtained from a special quest during that era. Lunara was only around for the Year of the Raven, and became likewise unavailable after it passed.
    • Sir Annoy-o was given away with a bundle during 2018 Hallow's End.
    • Mecha-Jaraxxus, King Rastakhan, and Madame Lazul were all given out as pre-order bonuses for The Boomsday Project, Rastakhan's Rumble, and Rise of Shadows respectively. Presumably, there's going to be a hero like this from every expansion for now on.

Alleria Windrunner, The Hunter

Voiced by: Michele Morrow (EN), Misa Kobayashi (JPN)

https://static.tvtropes.org/pmwiki/pub/images/93a86c8d2a482d7a2ec59cb84bfe12c2.jpg
Tremble before the might of the elves!note 
Many believe magic has maintained order in Quel'Thalas. My bow would say otherwise. One shot; one kill, this is how I preserve our realm. I am Alleria Windrunner. If you stand against me you are just another target. And I never miss my mark.


Eldest of the Windrunnner Sibling (and thus older sister to Sylvanas Windrunner), Alleria Windrunner was the chief scout of the Alliance Expedition into Draenor during the events of Warcraft II: Beyond The Dark Portal. Currently lost, she's a purchasable hero for the hunter class.


  • A Day in the Limelight: Was featured, alongside Medivh, as one of the two Heroes in the Tavern Brawl event showcasing The Grand Tournament expansion. This was the first time the purchasable heroes were available for everyone to try, as opposed to only those who spent the money to unlock them.
  • Cultural Posturing: A lot of her emotes refer to her being an elf and that therefore makes her dangerous.
  • Multi Shot: Her portrait materializes in a hall of arrows.
  • Sibling Team: If you play her with her sisters Sylvanas or Vereesa.

Medivh, The Mage

Voiced by: Michael Bell (EN), Toru Okawa (JPN)

https://static.tvtropes.org/pmwiki/pub/images/e5d28e6408bf30d58430412d7cc1e11a.jpg
Let the games begin.note 
Young Medivh from One Night in Karazhan 
The Kirin Tor would tell you that mastering the magical arts is like learning the rule of a game. Fools. True power is taken by those brave enough to break boundaries. I am Medivh, the last Guardian. If magic is a game, then it is one I play to win!


The last guardian of Tirisfal, Medivh is the human magus who opened the Dark Portal with Gul'dan's help while under the influence of the dark titan Sargeras, allowing the orcs to first invade Azeroth. He was subsequently killed by the Alliance, and returned to life decades later to unite the races of Azeroth against the Burning Legion. One of the most powerful mages who ever lived, Medivh is the purchasable hero for the mage class.

A younger version of Medivh appears in One Night in Karazhan as the snarky host of a sweet party in the tower of Karazhan, until he is captured after a scuffle with Prince Malchezaar, leaving the place in a mess. This version is a collectible card, which equips the player with Atiesh - a 1/3 weapon that, after casting a spell, summons a random minion with the same cost as the spell and loses a durability.


  • Animal Motif: Ravens. Which he can shapeshift into in Warcraft. Hearthstone has his portrait materialize from a bunch of ravens merging together. His promotional video features ravens cries as he speaks.
  • The Archmage: An all powerful beast from the day he was born, boasting unparalleled control and mastery over magic. Gameplay-wise, he backs it up in the fight with Prince Malchezaar, where he can draw several cards a turn, gain plenty of mana crystals, summon any legendary minion, play 5 random mage secrets, make all his spells cost zero, and then stuff all of that back into his deck so he can do it again the next turn.
  • Bunny-Ears Lawyer: His younger self, who proves himself an unstoppable badass who's more concerned with how his party's going than an Eredar Lord running rampant.
  • Cherry Tapping: Atiesh, equipped by Medivh's card, is primarily used for its ability to summon minions when you cast a spell. That being said, it's still a weapon with 1 attack, letting you finish off an opponent by whacking them over the head with it.
  • A Day in the Limelight:
    • Was featured, alongside Alleria, as one of the two Heroes in the Tavern Brawl event showcasing The Grand Tournament expansion. This was the first time the purchasable heroes were available for everyone to try, as opposed to only those who spent the money to unlock them.
    • The Adventure One Night in Karazhan focuses on him heavily before his Demonic Possession.
  • Deadpan Snarker: Young Medivh.
    Prince Malchezaar: All dimensions, all realities are open to me!
    Medivh: Except this party!
  • Demonic Possession: His entry in the collection implies this is the version of him possessed by Sargeras.
    The Guardian of Tirisfal is a force for good. Demonic possession is a manageable condition.
  • Excuse Me While I Multitask: Fending off Malchezaar doesn't stop him from talking with his servant Moroes about the logistics of the party.
  • Evil Mentor: He is this because of Demonic Possession to Khadgar. Khadgar as a minion even proclaim that he can beat Medivh again.
  • Gameplay and Story Integration: It's mostly the opposite, except for the prologue battle in One Night in Karazhan, where Medivh pilots an obscenely powerful deck capable of easily defeating Prince Malchezaar, who is a 60 health character (120 on Heroic) with Lord Jaraxxus' hero power and starts with 6 mana crystals. Damn.
  • Gameplay and Story Segregation: He is the single most powerful character on Azeroth to the point where even Deathwing didn't want to screw with him, but in Hearthstone he's no stronger than the other mages.
  • A Glass of Chianti: One Night in Karazhan trailer has some shots of him holding some drink, something he carries over to his hero portrait when fighting Malchezaar, as well as his card portrait once you acquire him.
  • Go-Karting with Bowser: As long as you don't trash his tower, anybody can come to Medivh's parties, including Majordomo Executus, Illidan Stormrage, Lord Jaraxxus, Nefarian, and Arch-Thief Rafaam.
  • Letting His Hood Down: In One Night in Kharazan, where he is more jovial and doesn't obscure his head.
  • Magic Staff: Both in the final battle against Malchezaar and when he's summoned as a minion, Medivh will lend Atiesh to the player.
  • Mr. Vice Guy: Young Medivh has a pretty massive ego, but outside of that is a pretty swell guy, to the point where he welcomes anyone to his parties as long as you don't break anything.
  • Supernatural Is Purple: His staff and eyes both glow purple. His version of the hero power also fires a purple firebolt.

Magni Bronzebeard, The Warrior

Voiced by: Carlos Larkin (EN), Souichi Abe (JPN)

https://static.tvtropes.org/pmwiki/pub/images/cd660b68a89567d011cfa14130a20d30.jpg
For Khaz Modan!note 
My brothers says I spend too much time in the forge! They think it ill befitting a king. Kah! You don't forge legendary weapons like mine while sitting on a throne! The lands of Khaz Modan are MINE and when I bring the pain lads, it's HAMMER TIME!


The king of Ironforge and Khaz Modan, eldest of the Bronzebeard brothers. Magni Bronzebeard is the first dwarf hero and purchasable hero for the warrior class.


  • Dual Wielding: His portrait shows him with two hammers.
  • Sibling Team: If you play him with his brother Brann in a Warrior deck. If an opposing Brann is played against Magni, he will ask if he's see their brother Muradin lately.
  • Token Minority: The only dwarf hero.
  • Ultimate Blacksmith: Based on his boast in his promo video. His hero power also has an animation of a hammer hitting an anvil.
  • Weapon of Choice: Hammers. Ironically, at the time of his release, only one of the warrior weapons was a hammer - everything else is some form of axe.

Lady Liadrin, The Paladin

Voiced by: Misty Lee (EN), Arisa Shida (JPN)

https://static.tvtropes.org/pmwiki/pub/images/420px_lady_liadrin_full_art_detail.jpg
My blade burns with holy fire!note 
There was a time long ago, when I fell under the influence of treachery and darkness. I now go into battle, redeemed by the purifying power of the Light. I am Lady Liadrin, and when I shine the light's wrath upon you, there will be nowhere to hide!


Lady Liadrin is the leader of the Blood Knights, the blood elf race's spin on the paladin class. She is an alternate hero for the Paladin class and is unlocked by attaining level twenty in World of Warcraft.


  • Early-Bird Cameo: Liadrin's likeness was used for the Basic set minion Shattered Sun Cleric long before she was added to the game as a playable hero.
  • Handwave: Her hammer quote, despite the fact that she uses a sword, is justified by many Paladin animations involving astral hammers. Although the dev team eventually gave in and replaced the word "hammer" with "blade".
  • Heel–Face Turn: Referenced in her reveal trailer. She was once one of the darker blood elf characters and enslaved the Light to her will, but eventually saw the error of her ways and sought redemption for both herself and her people.
  • Heroes Prefer Swords: She defaults to swords, unlike most Paladins (heck, even Tirion used to use a mace before he gained the Ashbringer).
  • Light Is Not Good: She used to gain power through torturing a Naaru.
  • Significant Green-Eyed Redhead: Interesting inverted. This trope applies to her normally, but in Hearthstone her eyes are golden, like Turalyon and other paladins whose eyes have been known to change color when invoking the Light.
  • Token Good Teammate: She along with Uther falls to this trope in the Whisper of the Old Gods expansion due to being the only class that (mostly) doesn't have any Old Gods-related cards in their class card set. In fact, several of the Paladin cards feature characters fighting against the titular Old Gods.

Khadgar, The Mage

Voiced by: Naoya Uchida (JPN)

https://static.tvtropes.org/pmwiki/pub/images/450px_khadgar_full_cropped.jpg
Knowledge is power.note 
Archmage Khadgar was the young apprentice of Medivh, who learned of his master's corruption and helped defeat him. He then journeyed through the Dark Portal during the Second War to close it once and for all. He was found alive in Outland years later and has gone on to become one of the most powerful mages alive. He was the second purchasable hero for the mage class. He was only available for 10 days in April, 2016 and only purchasable on iOS devices.

Khadgar is also a Mage Legendary from Rise of Shadows. He's a 2/2 for 2 that causes all of your cards that summon minions to summon twice as many.

Morgl the Oracle, The Shaman

https://static.tvtropes.org/pmwiki/pub/images/470px_morgl_the_oracle_full_detail.jpg
<Time for a lesson, young one!>note 
The power of the elements can only be mastered by the most dedicated of wills. There is one shaman whose abilities surpass all others. Hear now his words of wisdom!
[unintelligible Nerglish]
Behold Morgl, the Murloc Oracle!


Morgl the Oracle is a murloc shaman, and member of the Earthen Ring. He is an alternate hero for the Shaman class and is unlocked by recruiting a friend who gets to a combined class level of 20 in Hearthstone.


  • Canon Immigrant: Got added to World of Warcraft in the expansion Legion, after his introduction in Hearthstone.
  • Chekhov's Gunman: Briefly mentioned a full year and a half before his debut as a gag in Puddlestomper's flavor text.
  • Cool Old Guy: He's implied to be pretty old, at least by Murloc standards, but he's still a powerful shaman.
  • Floating in a Bubble: His intro animation.
  • Loophole Abuse: Given that all you need is an email address to make a battle.net account and most people have more than one email account it's not hard to make a dummy account whose only point is to earn Morgl. Blizzard does seem to be aware that people would do this so you can also earn five packs for the first five separate friend accounts to earn 20 ranks.
  • Gameplay and Story Segregation: No, sorry. Hungry Crab doesn't work on him.
  • Magic Staff: Not just a staff, a staff with a fishbowl tied onto it!
  • Making a Splash: Being a Murloc, both his intro and totem summon feature water.
  • Original Generation: Unlike the other playable heroes, Morgl was first introduced in Hearthstone (although he has since been added as an NPC in WoW).
  • The Unintelligible: He doesn't speak English like Sir Finley Mrrglton, so all of his emotes are translated.

Tyrande Whisperwind, The Priest

Voiced by: Elisa Gabrielli (EN), Sayuri Sadaoka (JPN)

https://static.tvtropes.org/pmwiki/pub/images/tyrande_95.jpg
Elune give me strength.note 
Not everyone sleeps during the night. Under the light of the moon, I truly shine! For the goddess Elune grants me strength and her power shields me from harm! I am High Priestess Tyrande Whisperwind and those who harm my people will not live to see the sunrise!


The High Priestess of the Sisterhood of Elune and wife to Malfurion Stormrage. She is an alternate hero for the Priest class and was unlocked by trying the free trial for Twitch Prime, or as a special promotion to SEA players.


  • Arch-Nemesis: Fandral Staghelm, surprisingly enough, with him accusing her of leading their people to ruin when enter the field against her.
  • Happily Married: Has an entrance quote with Malfurion that acknowledge their marriage by calling him "My dear Malfurion" while he calls her "My beloved Tyrande".
  • Lunacy: If the player pick her as their Priest Hero, the Hero Power and Tyrande's entrance will have several moon motif appear on it. This a reference to her religion and power in the original game. This is also prominently featured in her character trailer.
  • Religious Bruiser: See her character trailer quote. Being a devoted priestess of Elune doesn't stop her to threaten anyone that harm her people. This is more prominently in her and Anduin than Malfurion because the latter's quote tend to emphasize a general Gaia's Vengeance theme while the two of them exclaim their specific religion.

Maiev Shadowsong, The Rogue

Voiced by: Debi Mae West (EN), Shinobu Satou (JPN)

https://static.tvtropes.org/pmwiki/pub/images/534px_maiev_shadowsong_full.jpg
None can escape my fury.note 
For 10,000 years I have served as Warden of the Barrow Prisons. In that time only one has escaped and you will not be the second. Abandon hope for I am Maiev Shadowsong and none shall flee my grasp!


Maiev is the leader of the Wardens and was the jailer of Illidan Stormrage. She sought out him after his release and banishment to bring him to justice. She was unlocked by playing 10 games in Standard Mode during the Year of the Mammoth.


Arthas Menethil, The Paladin

Voiced by: Patrick Seitz (EN)

https://static.tvtropes.org/pmwiki/pub/images/arthas_menethil_full.png
For Lordaeron!note 
Arthas was the prince of Lordaeron and a Knight of the Silver Hand during the outbreak of the Scourge. As the world crumbled around him, he fell into more and more desperate tactics, eventually shunning his mentor Uther and love interest Jaina. He then traveled to Northrend, and gave up his soul to wield Frostmourne and slay Mal'Ganis. He then became a pawn of the Scourge. After Ner'zhul was nearly killed by Illidan, he would don the Helm of Domination and become The Lich King. Arthas is awarded to players who defeat The Lich King with all nine classes in the Knights of the Frozen Throne adventure.

Nemsy Necrofizzle, The Warlock

https://static.tvtropes.org/pmwiki/pub/images/nemsy_necrofizzle.jpg
Let's have some fun!note 
A mysterious, upbeat Gnomish Warlock, seen riding her Bog Creeper servant. She is unlocked by participating in a Fireside Gathering.
  • Ambiguous Situation: Was Nemsy corrupted by the Old Gods and turned into a Warlock, or was she always evil and just so happened to pop up during WotOG?
  • Ascended Extra: The Gnome seen fishing on top of Fen Creeper, then later corrupted to take control of Bog Creeper? Turns out she was an evil Warlock all along.
  • Beware the Nice Ones: Don't let her goofy demeanor fool you; she's a Warlock with all the same Power at a Price abilities as Gul'dan. She remarks how her opponent would make a great puppet and has a special interaction with Renounce Darkness where she laments about how darkness is more fun.
  • Doomy Dooms of Doom: Invoked by her if you cast DOOM!
    Nemsy: Doom! DOOOOOOOOOM!
  • Mega Twintails: Standard female Gnome hair.
  • Names to Run Away from Really Fast: Okay, it's still a Gnome name, but it's got Necro in it! That has to count for something.
  • People Puppets: Implied to be how she controls her Bog Beast. She also threatens to turn her opponent into one.
  • Socialization Bonus: Unlocking Nemsy requires the player to go outside and join a real-life gathering of Hearthstone players.

Lunara, The Druid

Voiced by: Amy Walker (EN)

https://static.tvtropes.org/pmwiki/pub/images/lunara.png
The forest fights back.note 
Lunara is the eldest daughter of the demi-god Cenarius. First introduced in Heroes of the Storm, she's ascended to World of Warcraft and now finally here. While her sisters, the dryads, embody peace and the serene beauty of nature, Lunara’s apple didn’t fall far from her father’s tree — she’s a relentless defender of the wilderness and immortal proof that nature is red in claw and thorn. She was unlocked by winning 10 games in Standard Mode during the Year of the Raven.

Mecha-Jaraxxus, The Warlock

Voiced by: Jamieson Price (EN)

https://static.tvtropes.org/pmwiki/pub/images/mechraxxus.jpg
YOU FACE MECHA-JARAXXUS!note 
The infamous EREDAR LORD OF THE BURNING LEGION is back, now upgraded with Fel Reaver parts. It's as ridiculous as it sounds. Mecha Jaraxxus was given to players who pre-ordered The Boomsday Project.

Sir Annoy-O, The Paladin

https://static.tvtropes.org/pmwiki/pub/images/sir_annoy_o.png
Hello! Hello! Hello!note 
Built by the Giggling Inventor as her finest creation, Sir Annoy-O is the reagent knight of all trons annoying. Sir Annoy-O was purchasable by players in a promotional event for Hallow's End 2018.
  • Ascended Meme: Annoy-o-Tron is so infamous, it's now a playable hero.
  • One-Word Vocabulary. Every single one of his quotes is "hello", usually in threes. Literally everything. Greetings? "Hello! Hello! Hello!" Wow? "Helloooooo!" Attacking? "HELLO!" Already attacked? "He-hello?"
  • Rapid-Fire Interrupting: He kept interrupting The Headless Horseman during the Hallow's End trailer.
  • Small, Annoying Creature: His M.O. since day one.

King Rastakhan, The Shaman

https://static.tvtropes.org/pmwiki/pub/images/king_rastakhan_full.jpg
You stand before King Rastakhan!note 
The king of Zandalar, Rastakhan is the lord of all trollkind and has been for a hundred years. Once a generation, he gathers the tribes to compete in a glorious brawl in Stranglethorn Vale. King Rastakhan was given to players who pre-ordered Rastakhan's Rumble.
  • Advertised Extra: Despite having an entire set named after him, Rastakhan technically doesn't appear in his own rumble. It doesn't take place in Zandalar or even have much to do with the Zandalari. This may also cross over with Wolverine Publicity thanks to Rastakhan's popularity in Battle for Azeroth.
  • Cool Chair: He's sitting on his golden throne in his artwork.
  • The Good King: Rastakhan is regarded as a great ruler by almost all trolls. His word is enough to get them all to join up for a fun competition.
  • Gameplay and Story Segregation: In WoW, Rastakhan is a Prelate, which is closer to a Paladin than anything else. Here, he's instead a Shaman hero, probably because Paladin already has a large selection.
  • Shock and Awe: He has lightning crackling across his arms and down his throne. It's more visible in his full art.

Madame Lazul, The Priest

https://static.tvtropes.org/pmwiki/pub/images/madame_lazul_full.jpg
I foresaw dis encounter...note 
A troll fortune-teller in service to the Old Gods, Madame Lazul has aided Arch-Thief Rafaam in assembling a motley crew of the most notorious ne'er-do-wells to ever set foot in the tavern. She was given to players who pre-ordered Rise of Shadows.

Madame Lazul is also a collectible minion. She's a 3 mana 3/2 who lets you Discover a card from your opponent's hand, granting you information and card advantage.
  • Ascended Extra: From a nameless character in a single trailer that doesn't even appear in-game, to a playable hero and initial focus for the Rise of Shadows expansion.
  • The Bus Came Back: After the Whispers of the Old Gods trailer, Lazul took a long hiatus before coming back with a vengeance.
  • The Chick: Cross over with Only Sane Man, she's the voice of reason for the League of EVIL and the one who does the recruiting of the villains.
  • Humanoid Abomination: Her silhouette in the end of the Old Gods trailer is very tentacle-y, and she often uses tentacles to manipulate objects. She's quite possibly a Faceless One.
  • The Infiltration: Her minion effect lets you copy a card from your opponent's hand. In addition to giving you an extra card of your choice, she lets you see part of whatever your opponent is holding.
  • Lightning Reveal: Lightning strikes have a habit of causing her brief flashes of Glamour Failure.
  • Mouth of Sauron: Initially to Rafaam, being responsible for gathering Hagatha, Dr. Boom, and King Togwaggle for his heist.
  • Original Generation: Lazul has no precedent in World of Warcraft.
  • Rhymes on a Dime: She only speaks in rhyme in the various cinematics featuring her.
  • Snakes Are Sinister: She has a snake coiled around her at all times, During the Rise of Shadows leadup cinematics it's revealed, during one of her Lightning Reveal Glamour Failures, that this 'snake' is, in fact, just another of her many tentacles.

The Thunder King, The Shaman

https://static.tvtropes.org/pmwiki/pub/images/the_thunder_king_hs.jpg
I am the slayer of kings and gods!note 
Lei Shen is the greatest king of Pandaria, the first emperor of the mogu and most powerful warlord in all of history. Although his rule was ancient history, the Zandalari attempted to return him to life and unite the mogu into their former glory. The Thunder King was available for a limited time in June of 2019.
  • Blasphemous Boast: His entrance quote.
  • A God Am I: He sees himself as a godlike being, and the only one worth challenging is himself.
  • Shock and Awe: As befitting someone with his name.
  • No Name Given: Unlike other heroes, Lei Shen isn't called Lei Shen, but simply his title - The Thunder King.

Elise Starseeker, The Druid

Voiced by: Amy Walker (EN)

https://static.tvtropes.org/pmwiki/pub/images/0000elise.jpg
Class is in session!note 
Click here to see the original Elise Starseeker 
A brilliant night elf scholar who acts as the League of Explorer's dungeon navigator. While she's about as enthusiastic about the journey as the rest of them, she's also not interested in the whole "dying" thing, and as such recruits the player to help her partners. Elise was available to players who preordered Saviors of Uldum. She has also been featured on three cards, from The League of Explorers, Journey to Un'goro, and Saviors of Uldum.

The original Elise Starseeker is a 4 mana 3/5 that shuffles the Map to the Golden Monkey into your deck. The map is a two mana spell that draws a card and shuffles The Golden Monkey into your deck. The Golden Monkey is a 4 mana 6/6 Taunt that replaces all cards in your hand and deck with random Legendaries. Elise the Trailblazer is a 5 mana 5/5 that shuffles a sealed Un'goro Pack into your deck. The pack is a two mana spell that literally opens a card pack, adding 5 random Journey to Un'Goro cards to your hand, with a generous leaning on Legendary minions. Elise the Enlightened is a 5 mana 5/5 Druid Legendary that duplicates every card in your hand as long as your deck has no duplicates in it.
  • The Bus Came Back: She returned in Journey to Un'Goro with a brand new card as Elise the Trailblazer, before her fellow explorers all returned in Saviors of Uldum.
  • Character Development: Elise started out mainly as the Mission Control of the League of Explorers, using her cartographic knowledge to pinpoint the location of the treasures. With Elise the Trailblazer from Journey to Un'Goro, the flavour text indicated that Reno convinced her to actually take to the field herself - and by the time of Saviours of Uldum, she has all but shed the Mission Control status in favour of an Adventurer Archaeologist, utilizing ancient magical artefacts in battle.
  • Deadpan Snarker: She's largely unamused by Reno's various ploys.
    Elise: Reno's nearly to the rod but he just had to rub that shiny lamp he found.
  • Glowing Eyes: Inverted on her various minion cards, as she is unique among night elves for not having those, instead having human-like eyes. Played straight on her hero portrait, although that might because she's casting a spell and Power Glows.
  • Green Thumb: Word of God says her attack sound from both Elise the Trailblazer and the hero (aluth neladar) is a spell commanding the plants to attack for her.
  • Informed Attribute: Like Lunara, she keeps Shapeshift as her hero power despite not showcasing any shapeshifting abilities. Her personality (and animations) would place her more likely to be a Balance druid.
  • Letting Her Hair Down: Her hero portrait has her in a more feminine outfit with her hair let down. It gives her a far less formal appearance.
  • Mission Control: For the fourth wing of League of Explorers, directing and assisting the various explorers (and you) while re-taking the Hall of Explorers from Rafaam and his impromptu army of exhibits.
  • My Species Doth Protest Too Much: She's an unconventional night elf, to say the least; aside from the non-glowing eyes, she dresses in human fashion, her first name is not particularly elven, and she's part of an organization that consists mostly of dwarves and is about exploring the world and digging in ancient ruins, which is at odds with the normally conservative, isolationist lifestyle of the night elves.
  • Smart People Wear Glasses: She wears distinctive glasses in every one of her appearances, and is also the Only Sane Woman and Smart Gal for the Explorer's League.

    Summonable Heroes 

General

  • Awesome, but Impractical: While the concept and sheer firepower at their disposal makes them highly tempting, they have extremely low health and are vulnerable to combos, and due to the high amount of mana required to summon their minion forms it's hard to defend them once in play, requiring significant workarounds. Whether or not it's worth it is up to the player and their situation.
  • Glass Cannon: They have little life compared to the base heroes, but if not defeated quickly they can end the game by themselves.
  • One-Winged Angel: What else could we call them? They're basically the final phase of a boss fight, with their power exceeding that of even adventure mode bosses.
  • Purposely Overpowered: Their hero power is absolutely powerful, and Jaraxxus' hero power is considered the most powerful hero power in the game.
  • Rush Boss: The enemy won't have too much time to stop them before their hero powers overwhelm them.

Jaraxxus, Eredar Lord of the Burning Legion

Voiced by: Jamieson Price (EN)

https://static.tvtropes.org/pmwiki/pub/images/c9ae8d8606e3eda6b3e06fc3beda9f1d.png
YOU FACE JARAXXUS, EREDAR LORD OF THE BURNING LEGION!
Originally a raid boss from World of Warcraft more noteworthy for his voice acting than the fight itself, Jaraxxus appears in Hearthstone as the warlock's class-exclusive legendary minion from the Classic set, and was the first (and initially, only) summonable Hero in the game. When played from the hand normally, Jaraxxus replaces Gul'Dan as a 15 HP hero with a 3/8 weapon and a 2 mana Hero Power which creates a 6/6 Infernal.
  • Achilles' Heel: Hilariously, he still counts as a demon while a hero, meaning that the warlock card Sacrificial Pact, which destroys any demon instantly, will kill him on the spot. A much rarer but equally hilarious scenario is if he triggers Sacred Trial, which can and will count him as the requisite fourth minion upon play and vaporize him AFTER he replaces Gul'Dan, killing him instantly. Finally, Jaraxxus will trigger Repentance, which means you'll play what little is left of the game with a maximum health of 1 (the latter two were patched out in October 2017).
  • An Axe to Grind: His Blood Fury weapon, while depicted as himnote  casting a spell, is really this, based on his World of Warcraft appearance.
  • Ascended Extra: His lore importance is minimal, as he only showed up once in World of Warcraft for a brief, if memorable, boss fight. Here, he's the Classic set legendary for the warlock class over more logical choices such as the other Eredar lords.
  • Big Red Devil: As a member of the Burning Legion, it's a given.
  • Brick Joke: His karaoke skills are briefly mentioned in a gag during the first encounter of One Night in Karazhan. Later, if you summon Jaraxxus during the fight against Prince Malchezaar, you get to hear his singing in all its glory.
  • The Cameo: Shows up to party at Karazhan, something Malchezaar is not happy about. But apparently his karaoke is amazing.
  • Early Installment Weirdness: Jaraxxus can be seen as a very early equivalent of the hero cards introduced in Knights of the Frozen Throne and has several key differences from them: he's treated as a minion card (and as such can be cheated out without replacing your hero), reduces your hero's maximum health, and does not grant armor.
  • 11th-Hour Superpower: Summoning Jaraxxus can be seen as this, as you will most likely summon him late game. It can also count as Emergency Transformation to heal yourself when you have less than 15 health. At any rate, once Jaraxxus in play, the enemy typically has 2-3 turns to finish the fight before his hero power creates an unsurmountable advantage.
  • Elite Mook: His Inferno! hero power can be used to summon one of these per turn. To put in perspective, Chillwind Yeti was already considered the most mana efficient minion in the original set when Jaraxxus came out, a 4/5 for 4 mana which you can stick two of in your deck. Jaraxxus summons a 6/6 for 2 mana every turn.
  • Hidden Depths: Apparently a fixture at Medivh's parties for his amazing karaoke performances. Possibly a Shout-Out to the popular dance remixes his original boss fight dialogue spawned.
  • Hollywood Tone-Deaf: Apparently, singing karaoke according to Jaraxxus equals screaming at the top of your lungs. It fits the character
  • Large Ham: Damn right.
    OBLIVION!
    INFERNO!
    IT JUST GOT HERE!
    JARAXXUS IS... sorry.
  • Large Ham Title: He's an EREDAR LORD OF THE BURNING LEGION and he'll not let you forget it.
  • Mechanically Unusual Fighter: Jaraxxus was the first card in the game capable of changing your hero mid-game. He's still one of only two minion cards that do so, the other being Majordomo Executus, and works slightly differently from hero cards.
  • Mythology Gag: If Wilfred Fizzlebang, who was responsible for summoning Jaraxxus in World of Warcraft, is played while either player is currently Jaraxxus, they recreate their original exchange.
    Wilfred: You are bound to me, demon! Uh, I think.
    Jaraxxus: TRIFLING GNOME! YOUR ARROGANCE WILL BE YOUR UNDOING!
  • No Indoor Voice: Everything he says is in all caps, save for his "Sorry" emote. Even his dialogue when he's simply thinking is capitalized.

Ragnaros the Firelord

Voiced by: Matthew Mercer (EN)

https://static.tvtropes.org/pmwiki/pub/images/1a0a3c6253d3e3169c2a7b04a30317ad.png
BY FIRE BE PURGED!
The final boss of the Molten Core from World of Warcraft, Ragnaros originally appeared in the Classic set as an 8 mana 8/8 who can't attack, but deals 8 damage to a random enemy at the end of the turn. He made a surprise reappearance in Blackrock Mountain as the result of Majordomo Executus' Deathrattle effect, which replaces the current hero with an 8 health Ragnaros with a Hero Power that deals 8 damage to a random enemy. He returns once again with a "corrupted" variant in Whispers of the Old Gods as an 8/8 Paladin legendary minion who can attack and heals a damaged ally for 8 health at the end of his owners turn. He made yet another surprise return in Rastakhan's Rumble, this time summoned by the effect of Jan'alai the Dragonhawk.
  • Big Damn Heroes: In the Blackrock Mountain adventure, Ragnaros comes straight out of nowhere before the battle against Lord Victor Nefarius to help you kick his ass.
    Mission Text: RAGNAROS WANTS YOU TO KNOW HE'S GOT YOUR BACK!
  • Catchphrase: "DIE, INSECT!" It's used by the Ragnaros minion when his effect triggers, and is the name of his hero power as both a playable hero and a boss. The name is also used for the hero power obtained from Fire Plume's Heart, which does the same thing. His Lightlord form, who has a healing effect instead of a damaging one, twists this into "LIVE, INSECT!"
  • Defeat Means Friendship: He's fought at the end of the Blackrock Mountain adventure's second wing. He helps the player fight Nefarian at the end of the fourth wing, although this has probably more to do with the fact that Nefarian, after Ragnaros' defeat, now rules solely over Blackrock and the adventurer intends to stop Nefarian's.
  • Graceful Loser: Upon conceding, he tells his opponent "YOU WIN. GOOD GAME!", which at the time of his release was the only surrendering emote in the game where the losing hero outright tells his opponent it was a good game.
  • Heel–Face Turn: In Whispers of the Old Gods, where he embraces the light and fights his former masters.
  • The Host: Of the Midsummer Fire Festival, an in-game event where he grants all players double quest gold for 2 weeks, coupled with a Tavern Brawl based on him. The chalkboard art for the Brawl even depicts him with a bowtie and a microphone, similar to an old-time game show host.
  • Kicked Upstairs: The original Ragnaros card was deemed too powerful for Standard play, and starting with the Year of the Mammoth he was restricted to only be usable in Wild and solo adventures.
  • Large Ham: His lines are delivered with fiery enthusiasm and a bellowing voice, with some reference to burning stuff along the way.
  • Mechanically Unusual Class: Ragnaros is the only playable hero with no hero class; the other summonable heroes use the class they belong to.
  • No Indoor Voice: In the same vein as Jaraxxus, all of his emotes are capitalized.
  • Not Quite Dead: In Blackrock Mountain, the player destroys Ragnaros at the end of the second wing. Then in the fourth wing, Ragnaros suddenly and hilariously returns to help the player defeat Nefarius.
  • Numerological Motif: 8. His minion cards have a mana cost of 8, 8 attack and health as well as deal damage or heal for 8. His hero variant has a maximum health set to 8 and has a hero power of dealing 8 damage. Sulfuras, the weapon rewarded from the quest card also changes your hero power to a 8 point damage dealer; it also has 4 attack and 2 durability, letting it deal up to 8 damage. Jan'alai will summon Ragnaros with its Battlecry if you've dealt - you guessed it - 8 damage with your Hero Power beforehand.
  • Playing with Fire: He's not the Elemental Lord of Fire for nothing. His Hero Power even involves launching a powerful fireball at his enemies.
  • Redemption Demotion: As a boss, he comes with 8 Armor in addition to his 8 health. His Heroic form has a full 30 Health AND 30 Armor! As a hero, he is notably squishier, only having 8HP with 0 armor.
  • Running Gag: Every Standard year so far has introduced at least one card related to Ragnaros in some way.
  • Spotlight-Stealing Squad: So far, Ragnaros is the most referenced character in flavor texts, has 5 variants (the original from Classic, Ragnaros Lightlord from Old Gods, Majordomo Executus from Blackrock Mountain, Fire Plume's Heart from Un'Goro, and summoned by Jan'alai in Rastakhan), was the star of 2 Tavern Brawls, was in a Big-Bad Ensemble with Nefarian in Blackrock Mountain, and ultimately got his own in-game event in the 2017 Midsummer Fire Festival. That said, he's pretty well liked regardless, so nobody minds.
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    Hero Cards 
First introduced in Knights of the Frozen Throne, Hero Cards are a special card type that permanently replaces your hero, granting a Battlecry and a totally new Hero Power. Unlike Lord Jaraxxus or Ragnaros, Hero Cards grant a small amount of armor over your current health pool instead of giving you a new health total.

General

  • Badass Boast: All of their entry quotes are meant to be this, and their Greeting quotes are continuations of their entry, allowing them to chain together a pretty awesome boast.
  • Discard and Draw: They involve you ditching your old Hero Power and gaining a new one, often one with a wildly different strategy.
  • Purposely Overpowered: Their Hero Powers are absolutely gamebreaking. Take for instance, Bloodreaver Guldan's Hero Power that deals triple the damage of Jaina's default Hero Power, and it also heals him; even better than Instructor Razuvious' Hero Power (see Bosses), itself is already considered overpowered. But then again, becoming a new Hero is something only attainable lategame, so their Hero Power has to be game changing.

Death Knights

https://static.tvtropes.org/pmwiki/pub/images/hearthstone_knights_of_the_frozen_throne_1.jpg
Clockwise from the middle: Jaina, Anduin, Gul'dan, Malfurion, Thrall, Garrosh, Rexxar, Uther, and Valeera.
Power alone is not to be feared. Fear instead those who wield it!
Jaina Proudmoore

The first set of Hero cards. In an Alternate Universe, the Lich King Arthas Menethil succeeded in his ultimate goal of creating an army of undead super-warriors, sending them off to wreak havoc on the land. The cards depict the original 9 playable heroes as resurrected Death Knights who are content to destroy everything.


General

  • Ax-Crazy: Jaina's narration and actions in the Frozen Throne trailer present her as enjoying her newfound power and gleefully slaughtering Arthas' outdated forces. The rest of them aren't much better, being much more deranged and violent than their usual selves.
  • Drunk on the Dark Side: All of them love the increase in power they gained after death.
  • Face–Heel Turn:
    • In the case of the heroic Jaina, Rexxar, Anduin, Valeera, Malfurion and Thrall.
    • Not so true in the case of Gul'dan and Garrosh, who are more just shifting from one evil allegiance to another.
    • Uther is an exception, as he becomes a death knight to exact vengeance and justice upon Jaina and Arthas for their betrayal. After defeating the Lich King, he becomes the new one, but he does not exact judgment on those who lived worthy lives.
  • From Nobody to Nightmare: Being a Death Knight is far from "nobody", but after killing Arthas, they take a big step up on the undead food chain by taking his place as the Lich King.
  • Evil Is Deathly Cold: As is standard with Warcraft undead.
  • Glowing Eyes of Doom: All of them, as shown at the end of the Frozen Throne trailer. Gul'dan's eyes don't appear in the video because he's apparently blind now.
  • Knight of Cerebus: Especially when compared to everything else in Hearthstone. Everything about their Death Knight-edness is played straight. Their flavour texts even reflect this; instead of being puns or jokes, they're completely serious quotes said by the now-undead heroes.
  • What If?: They are the result of what would have happened if they, instead of Bolvar, took Arthas' spot as the Lich King.
  • You Kill It, You Bought It: By the end of the adventure, the death knight who kills Arthas takes over as the Lich King, Some use their newfound power to Take Over the World, others use it to keep the Balance Between Good and Evil.

Shadowreaper Anduin

https://static.tvtropes.org/pmwiki/pub/images/dk_anduin.jpg
The Light has betrayed me!note 
"I will tell you what Velen never taught me. Whosoever stands before the Light… inevitably casts a shadow."

An 8 mana Hero card that destroys all minions with 5 or more attack when you play it and replaces your Hero Power with Voidform. Voidform deals 2 damage and can be used again that turn each time you play a card.


  • Casting a Shadow: Anduin has turned into the Void form. His Hero Power involves him firing deadly Void blasts.
  • Hidden Depths: Several of his quotes imply that his loyalty lies with the void, not the Lich King.
  • Glass Cannon: Even moreso than the default Priest, since Shadowreaper Anduin loses his ability to heal whenever he wants. However, when combined with Raza the Chained to reduce the cost of his hero power to 0, Anduin can realistically put out 6 or more free damage every turn, which, when combined with his other spells and minions, can overwhelm his opponent and their minions rather quickly.
  • Necromancer: Many of his cards portray him as an especially powerful one, twisting the souls of the slain into servitude as revenants and ghosts while he raises their bodies as zombies or skeletons.
  • Mechanically Unusual Fighter: His Hero Power is the only one that can be activated multiple times per turn by itself without any other card effects.
  • Person of Mass Destruction: Summoning him essentially casts a mass Shadow Word: Death.
  • Power Born of Madness: He is the only hero explicitly shown to be driven mad by his new powers.
  • Spam Attack: Voidform is currently the only hero power in the game that can be used multiple times in a turn without the aid of another ability. With good mana management and a few cheap cards, Anduin can fire off two or three of them on each turn, and that's before taking into account Raza the Chained.
  • We Will Meet Again: It is telling how far Anduin has fallen that his concede quote has become "No, your victory proves nothing!"

Scourgelord Garrosh

https://static.tvtropes.org/pmwiki/pub/images/dk_garrosh.jpg
I will burn this world, and rule its ashes!note 
"You dare to challenge me? Come! Draw your last breath - and then, you are mine."

An 8 mana Hero card that equips Shadowmourne, a 4/3 weapon that damages adjacent minions. His Hero Power is Bladestorm, which deals 1 damage to all minions.


  • An Axe to Grind: Shadowmourne, which was a powerful Death Knight axe from World of Warcraft.
  • Area of Effect: His specialty, between his Hero Power and weapon.
  • Bad Boss: His hero power doesn't discriminate between friend and foe. Of course, the Warrior class has a number of cards that benefit from taking minor damage, but still.
  • Omnicidal Maniac: Hinted at by his hero power damaging all minions including his own, but it's his entry quote that cements it:
    "I will burn this world, and rule its ashes!"

Bloodreaver Gul'dan

https://static.tvtropes.org/pmwiki/pub/images/dk_guldan.jpg
A bargain forged in blood and shadow.note 
"Still you refuse to bend your knee? None can escape death, you old fool. And in death… all will serve me…"

A 10 mana Hero card that summons all friendly demons that died this game. His Hero Power, Siphon Life, deals 3 damage and has Lifesteal.


  • Animate Dead: The demons that die during a match will rise again as his battlecry. They're no different from the living versions, though.
  • The Corrupter: He appears in the Forest for the Weary comic to appear before Rexxar and Malfurion to give them corrupted power.
  • Galactic Conqueror: In his ending atop The Frozen Throne, he uses the power bestowed upon him as the Lich King to reopen the Dark Portal. The ending trails off with the following words: "Worlds uncounted trembled before him"
  • Good Wings, Evil Wings: His boney portrusions on his back have grown into scythe-like structures with tattered flesh spun between them. In case you're wondering, these are bad wings.
  • Horror Hunger: A few of his lines — when idle or when running out of time — display a desire to feed. His new Hero Power emphasizes this.
  • Life Drain: His Hero Power.
  • Mass Resurrection: What his battlecry does, bringing back all the friendly demons that that died in the game (Or at least, until the board is filled).
  • Our Vampires Are Different: While he's technically not a vampire, he certainly has the motif of one, with an emphasis on bloodsucking and a Hero Power that resembles a classic vampire bite. It is also telling that Gul'dan's legendary minion in Knights of The Frozen Throne is Blood Queen Lana'thel - the leader of the San'layn, which are as close to vampires as Warcraft gets.
  • Sinister Scythe: His weapon of choice.
  • Taking Up the Mantle: Villainous Example. The first Lich King, Ner'zhul opened a slew of portals when he was alive to conquer a multitude of worlds. The portal he stepped through led to him meeting with Kil'Jaeden and being tortured and warped into the Lich King. After Gul'dan defeats Arthas, the second Lich King, he opens up a portal to conquer worlds one at a time with his newfound power. Judging by the end blurb, he succeeded where his former Master failed. It's even more poignant that Ner'Zhul spirit remains in the helmet of The Lich King, and by becoming the next Lich King, Gul'dan has fused with his former master.
  • Vampire Bites Suck: His Hero power is not a pretty Kiss of the Vampire. It might as well be a chomp.
  • Vampiric Draining: His Hero Power is depicted as a chomp that deals damage and restores his health.

Frost Lich Jaina

https://static.tvtropes.org/pmwiki/pub/images/dk_jaina.jpg
Do not fear power. Fear those who wield it!note 
"Arthas was a spoiled child, playing with toys he could neither control nor understand. Come into the cold. I will show you the true power of the Frozen Throne."

A 9 mana Hero card that summons a Water Elemental as a Battlecry and passively grants your Elementals Lifesteal for the rest of the game. Her new Hero Power, Icy Touch, deals 1 damage to a target and summons a Water Elemental if it kills it.


  • The Bad Guy Wins: Almost everyone was evil, but at the end of the battle to the last against Uther, Arthas and Thrall, Jaina was said to be the winner.
  • Became Their Own Antithesis: Ask any Hearthstone player what mages do and the answer is that they're Glass Cannons - Frost Lich Jaina turns these same glass cannons into Gradual Grinder Stone Walls.
  • Cool Sword: Literally. She's wielding a frost-covered Runeblade (it's hard to tell from the angle, but it may actually be Frostmourne).
  • Does Not Like Shoes: Her full artwork shows that she's barefoot. In Northrend. And you can see her feet being consumed by frostbite. A bit of a Mythology Gag as well, since all starting Death Knights in World of Warcraft are also barefoot. Not that it really matters either way, being undead and all.
  • The Dragon: Seems to be this among the Death Knights to Arthas. The fact that she is the only playable character in the Prologue cements this.
  • Elemental Powers: Her Battlecry grant every Elemental you summon this game Lifesteal, as well as summoning a Water Elemental for you as well as whenever you kill off a minion with your new Hero Power.
  • Exact Words: When played, she grants 5 Shields, summons a Water Elemental, upgrades your Hero Power, and for the rest of the game, your Elementals have Lifesteal. It doesn't say Water Elemental, so the Lifesteal effect also applies to other Elementals. And if you get, oh say Anomalus, you can easily heal yourself to full from 1 hp.
  • Fan Disservice: Jaina is still wearing her own Ms. Fanservice outfit that has suffered from Clothing Damage... but she is now a blue-skin Undead with visible frostbite all over her body and an army of Undead behind her.
  • Gradual Grinder: While her ascension to a Frost Lich does not prevent a deck from running direct-damage cards, her hero power and Life Draining elementals means that Jaina personifies slowly freezing to death in the cold reaches of Northrend. Go ahead, kill her water elementals. Even when defending they will heal her, they have high health, and there will always be more; you will run out of steam eventually.
  • An Ice Person: Played up more than the standard Mage, since she summons Freezing minions, uses an ice-based hero power, and has plenty of new frost-based cards from Knights of the Frozen Throne.
  • Life Drain: She passively makes all your Elementals have Lifesteal for the rest of the game.
  • Summon Magic: Her Battlecry summons a Water Elemental, and her new hero power deals 1 damage and summons a Water Elemental if it kills the target.
  • Undead Barefooter: The only Death Knight (in Hearthstone) that doesn't wear shoes. Rather grim looking at that, as her toes have turned purple and you can see the veins are frozen blue.
  • Unholy Matrimony: According to the Pompous Thespian's story, Jaina accompanied Arthas to Northrend and together they waged war on the living. At least until the Lich King pit his champions against each other...
  • You Have Outlived Your Usefulness: Note that her hero power summons a Water Elemental if it kills a minion. One plausible tactic is to execute your own dying minion to raise it as a life draining Water Elemental.

Malfurion the Pestilent

https://static.tvtropes.org/pmwiki/pub/images/dk_malf.jpg
The circle of life is over.note 
"Cenarius once taught me about the precarious balance between life and death. I have come to understand: there IS no balance. Death always wins."

A 7 mana Hero card that comes into play with either two 1/2 Poisonous Spiders or two 1/5 Scarabs with Taunt. His Hero Power is Plague Lord, which grants him a choice between +3 Attack that turn or +3 Armor.


  • Balance Between Good and Evil: Malfurion, in his ending atop Icecrown Realises there is no balance. Life has numberless druids tending to it, but Death has none - thus he keeps the balance between life and death by tending to a garden of plagues and pestilence.
  • Big Creepy-Crawlies: His summons. It's also implied that that's what he now shapeshifts into with his Hero Power.
  • Boring, but Practical: His hero power and battlecry aren't quite as much on the flashy or game-changing sides as the other Death Knight heroes, but they're reliable and useful for both aggressive and defensive styles of play.
  • Jack-of-All-Stats: Plague Lord is a more directly versatile version of his base Hero Power, allowing him to lean on either offense or defense on a turn-by-turn basis.
  • Plague Master: Malfurion is usually a force for cleansing nature - after his animation, he is using his druidic gifts to concoct the worst poisons and plagues imaginable, and spreading them both through spiders and scarabs.

Deathstalker Rexxar

https://static.tvtropes.org/pmwiki/pub/images/dk_rexxar.jpg
The eternal hunt has begun.note 
"You were too slow, old friend. The hunt began long ago. And now... it will never end."

A 6 mana Hero card that deals 2 damage to all enemies when played and replaces your Hero Power with Build-A-Beast. Build-A-Beast allows you to construct a custom Zombeast by combining two other Beast cards in a Discover-like menu.


  • All Your Powers Combined: Build-A-Beast allows him to combine the cost, stats and all the abilities of 2 Beasts costing 5 Mana or less.
  • Anti-Villain: He only accepts Gul'dan's deal for power to avenge and protect his animal friends, and is understandably creeped out when he discovers Malfurion was put into the same position.
  • Flesh Golem: He picks apart his beasts and stitches them back together in this manner, and his flavour text has him in the middle of doing it to an 'old friend' - which means it is either Misha, Huffer, or Leokk.
  • Hunting the Most Dangerous Game: Upon defeating Arthas atop Icecrown, Rexxar shatters Frostmourne and releases all the souls trapped inside - he then immediately makes it clear that he's not offering mercy as he draws an arrow from his quiver and sets after the escaped souls.
  • Mad Scientist: His new hero power Build-A-Beast allows him to combine the stats, effects, and mana cost of two beasts that cost less than 6. Flavor-wise, it's meant to resemble him dismembering his animals and putting them back together in a new, disgusting state.
  • Multi Shot: Performs one on the opponent's board while played. Depending on the number of minions on the opponent's board, he can potentially do it with up to seven arrows.

Thrall, Deathseer

https://static.tvtropes.org/pmwiki/pub/images/dk_thrall.jpg
I am the frozen heart of the Scourge!note 
"Do not be afraid. Approach. The dead will sleep… for now."

A 5 mana Hero card that transforms your minions into minions that cost 2 more, with the ability to evolve a minion by 1 cost with his new Hero Power, Transmute Spirit.


  • An Ice Person: Thrall was always in tune with the elements. After his death and reanimation he is in tune with one element: Ice. Which in Warcraft mythology is the impure, bastard offspring of Water and Air.
  • Evilutionary Biologist: The implied source of his ability, based on the other evil Shaman cards with similar effects.
  • Random Number God: His Battlecry changes your minions into new ones that cost 2 more. His Hero Power changes one minion into one that costs 1 more. Great trading power? Yep. Incredible potential? Oh yep. Serious luck-of-the-draw? Well, that Hot Spring Guardian would be pretty cool as a 4 mana 7/7, buuut it could also end up a useless 3/2 Arcanosmith. So, yep.
  • Sense Loss Sadness: One of his 'thinking' quotes has him contemplate that the Elements are silent and no longer provide him guidance.

Valeera the Hollow

https://static.tvtropes.org/pmwiki/pub/images/dk_valeera.jpg
You cannot escape the shadow of death!note 
"Run away. Hide in your precious keeps, behind your walls and your bodyguards. Night always falls, and shadows will fill your hallowed halls. One day, one of those shadows will be me."

A 9 mana Hero card that enters play in Stealth for one turn. Her Hero Power, Death's Shadow, is completely passive. It gives her a Shadow Reflection on her turn that becomes a copy of whatever card she played last.


  • Despair Event Horizon: Killing (Shadowreaper) Anduin, the last person Valeera cared about. At least according to the Pompous Thespian who narrated the story...
  • Evil Is Sexy: Somehow manages to wear even skimpier clothing than the original Valeera.
  • Living Shadow: If her flavour text is to be believed, this is what she has become after her death.
  • Mirror Self: She doesn't copy herself per say, but any minions or spells she plays can be cloned.
  • Mechanically Unusual Class: The first playable Hero with a totally passive Hero Power.
  • Power Limiter: The Shadow Reflection only lasts a single turn before being replaced by a new one, including a cloned card, which means that she can't hoard cloned cards and she can't clone anything that costs more than 5 mana.
  • The Sneaky Guy: Her Battlecry gives her Stealth for one turn. This is the first example of a Stealthed Hero.

Uther of the Ebon Blade

https://static.tvtropes.org/pmwiki/pub/images/dk_uther.jpg
The Light's justice has failed.note 
"Step forward. Confess! Once I was a mere servant of the Light. Now I alone stand in judgement."

A 9 mana Hero card whose Battlecry gives the Paladin a 5/3 weapon with Lifesteal. His hero power creates a 2/2 Horseman, with the added bonus that if there are four Horsemen on the board at the same time, the enemy hero is destroyed instantly.


  • Anti-Villain: After killing Arthas, Uther takes up the mantle as the Lich King. But like Bolvar, Uther continues to have his moral compass more-or-less aligned with his pre-Death Knight self. His ending implies that those who live worthy lives have nothing to fear; but if you've been wicked, you will face his judgment in death.
  • Adaptational Villainy: While Uther is still firmly an Anti-Villain, The Knights of the Ebon Blade and the horsemen he summons are still in his service instead of breaking free and being the Well Intentioned Extremists they are known as from World of Warcraft.
  • Fate Worse than Death: His ending is unspecfic in what kind of judgement he passes onto the wicked once they die, though Barred from the Afterlife is very likely the minimum sentence judging by how it trails off.
  • Four Is Death: If Uther summons all four Horsemen, his opponent instantly loses.
  • Hearing Voices: One of his 'thinking' emotes implies that he, too, hears the call of Frostmourne despite not wielding the blade himself.
  • Heroic Sacrifice: After defeating the Lich King atop Icecrown there is only him and Tirion available to become such in his ending. Like Bolvar he spares Tirion the fate and takes up the mantle as the Lich King. But where Bolvar became the Damned's Jailer, Uther became their Judge, Jury, and Executioner.
  • Horsemen of the Apocalypse: What his Hero Power summons.
  • Instant-Win Condition: Summoning all four of the Horsemen is the first alternate win condition in the game.
  • Judge, Jury, and Executioner: What Uther has become, as shown by his flavor text, his entry quote, and his ending in the Icecrown solo adventure.
  • Mechanically Unusual Class: As noted, the Four Horseman is the first way to destroy your opponent without bringing their health to 0.
  • One-Hit Kill: If Uther manages to summon all four Horsemen on his side of the board, it's all over for the oponnent. The hero is destroyed even through Ice Block and being Immune, so even being impervious to damage won't save you.
  • Pay Evil unto Evil: In his ending after disposing Arthas, this is how he judges people. If you've been a good person and lived a worthy life, you're fine and can pass into the afterlife. If you've been wicked... then the hammer of the Judge, Jury, and Executioner of the damned is coming down on you.
  • Stone Wall: While Uther's Hero Power merely receives a small upgrade from the original, insta-kill aside, his Lifesteal weapon provides a total of 15 extra health to work with, making it very difficult to bring him down. Additionally, his Instant-Win Condition forces the opponent to sink damage into his Horsemen rather than his face, and they're just tough enough that they can't be simply pinged down with hero powers.

Other Hero Cards

Hagatha the Witch

https://static.tvtropes.org/pmwiki/pub/images/hagatha_the_witch.png
Dark spirits, twist the trees, foul the lakes, and curse this land!note 
The Big Bad of The Witchwood, Hagatha is responsible for the corruption of the forests. After her defeat, she was recruited by Madame Lazul and Arch-thief Rafaam for their League of E.V.I.L., which she joined.

Hagatha the Witch is an 8 mana Shaman Hero from The Witchwood that deals 3 damage to all minions as her Battlecry. Her new Hero Power is Bewitch, which passively adds a random Shaman spell to your hand after you play a minion.

In Rise of Shadows, Swampqueen Hagatha is a 5/5 for 7 that adds a Drustvar Horror to your hand and teaches it two Shaman spells in a Discover-like menu. The Horror is a 5 mana 5/5 whose Battlecry casts the spells it was taught in the order you picked them.
  • Arson, Murder, and Jaywalking: Her flavour text describes her as a curse-bringer, a tree-twister, the mother of all wretched things... and a Hanzo main.
  • Bad Boss: Hagatha's ability damages her own minions as well, as does her Scheme card.
    "All shall suffer!"
    "But Hagatha, those are your minions..."
    "I said ALL!!!"
  • Baleful Polymorph: Not an effect of hers, but implied by Witch's Apprentice. Witch's Apprentice is a 0/1 frog with Taunt that adds a random Shaman spell to your hand. This combines the ability of Hagatha with the statline of a Hexxed minion, implying either Hagatha hexxed the apprentice or the apprentice accidentally hexxed herself.
  • Big Bad: Responsible for the desecration of the Witchwood.
  • Easter Egg: Swampqueen Hagatha has a unique summon line if played while either player is Hagatha the Witch.
  • Gameplay and Story Integration: Witch's Apprentice gives you a random Shaman spell. With Hagatha on the field, everyone is her apprentice.
  • Golem: Swampqueen's Drustvar Horror is a wicker construct, which is a Kul Tiran creature made of wood and bones.
  • Lady Looks Like a Dude: Hagatha's appearance is much closer to a male Orc than the typical female. Just compare her to the likes of Grom Hellscream (male) and Warsong Commander (female), and you'll see much more of a resemblance to the former.
  • Power Creep, Power Seep: In The Witchwood, Hagatha's very presence warped the Blackwald into a twisted nightmare, mutated the wildlife in hostile monsters, and created unspeakable horrors from nothing. In Rise of Shadows, she's only about on-par with Lazul and Rafaam, all of whom aren't portrayed as much more powerful than Togwaggle and Boom.
  • Sadly Mythtaken: In-Universe example. Even though Hagatha is a witch and the wicker golems are made by Drustvar witches, the two stop there in terms of similarities. Drustvar witches are humans empowered by the drust, while Hagatha seems to just be a powerful (orcish!) shaman. Really, summoning a Wicker Golem is more of a Mythology Gag and Rule of Cool.
  • Steven Ulysses Perhero: Hagatha.
  • Surrounded by Idiots: She expresses dismay and exasperation of having to work with Laughably Evil villains like Togwaggle, Dr. Boom and Rafaam.
  • Wicked Witch: Goes without saying.
  • Wolverine Claws: She's wearing two-pronged clawed weapons.

Dr. Boom, Mad Genius

Voiced by: John DiMaggio (EN)

https://static.tvtropes.org/pmwiki/pub/images/dr_seven.jpg
I'm suitin' up!note 
Click here to see the original Dr. Boom 
A mad scientist in charge of his top secret lab in the center of Netherstorm.

One of the most infamous cards in the earlier days of Hearthstone. Dr. Boom is a 7 mana 7/7 from Goblins vs. Gnomes that summons two Boom Bots - 1/1 Mechs that upon death detonate at a random enemy, dealing 1-4 damage at random. He saw almost ubiquitous play in decks while he was in Standard, ranging from control to tempo to even some aggro.

In The Boomsday Project, he returned as a Warrior Hero Card called Dr. Boom, Mad Genius. Mad Genius is a 9 (initially 7) mana card that gives your Mechs Rush for the rest of the game. His Hero Power is Big Red Button, which changes into something different every turn. It randomly chooses between Micro-Squad, summoning three 1/1 Microbots; Zap Cannon, dealing 3 damage; Blast Shield, gaining 7 armor; KABOOM!, dealing 1 damage to all enemies; or Delivery Drone, Discovering a Mech.

In Rise of Shadows, he returned again as Blastmaster Boom, another Warrior Legendary - this time a 7 mana 7/7 that summons 2 Boom Bots for each Bomb in your opponent's deck.
  • Action Bomb: His Boom Bots. KABOOM! is represented by him throwing a Boom Bot out.
  • Ascended Extra: He was originally a one-note quest NPC from The Burning Crusade. Not very many people remember that version.
    • Doubly so as of The Boomsday Project - he has an entire expansion based on him.
  • Big Red Button: How he activates his random hero powers. He doesn't actually know how to use his suit, but instead mashes a random button that does random things.
  • A Day In The Lime Light:
    • The Boomsday Project is entirely based around him.
    • One for his Boom Bots. They got a starring role in a Tavern Brawl where one became a playable hero and faced off against the Annoy-o-Tron.
  • Even Evil Has Standards: Unsurprisingly, he loves explosions, but even he tries to stop Boommaster Flark from setting off a massive bomb in the sewers of Dalaran during Heist Mode. Of course, it's only because he'd rather steal the city than destroy it and all its treasures.
  • Evil Laugh: His summoning sound.
  • Indy Ploy: His entire "Boomsday Project" turns out to be one of these. He gathered a bunch of mad scientists, built a secret lab, and tried to work it all into some kind of Take Over the World scheme on the fly. The player inadvertently foils this by defeating his Puzzle Lab.
  • In the Hood: Hearthstone gives him a hood to play up the resemblance to his namesake.
  • It's All About Me: At one point, when looking for a portrait of his "one true love," his mech assistant immediately picks up a portrait of Dr. Boom himself.
  • Iron Butt Monkey: In the supplementary comic, the lack of safety protocol in his lab probably affects him more than his underlings, who actually know what they're doing most of the time. Over the course of a single supplementary comic, he's blown himself up twice, gotten electrocuted by Electra, was nearly eaten by one of Floop's plants, and drank one of Myra's concoctions which made him puke rainbows, but still came out of the ordeal no worse for wear.
  • Luck-Based Mission: His Hero Power, Up to Eleven. All of the powers are ridiculously strong, but all have wildly different effects from each other. You might not get the one you need on a specific turn.
  • Mad Scientist: He owns Dr. Boom Laboratories and works on incredible and deadly experiments (and Stuff Blowing Up).
  • Mini-Mecha: Mad Genius is piloting one of these.
  • Missing Steps Plan: According to promo and side material, everything he does is this. While he is a talented inventor, he doesn't really plan anything when builds stuff, he just throws things together. This is why his Hero card changes his Hero Power all the time - he doesn't know how the mech he built works, but the big red button does something. This even extends to the creation of Boom Labs; while he did get a mad science lab running he doesn't have much of a plan beyond that.
  • Mook Maker: The original Boom comes into play with two Boom Bots. Mad Genius can summon his Micro-Squad or Discover any Mech with Drone Delivery. In either case, they also count as Mecha-Mooks.
  • Nerf: Dr. Boom, Mad Genius was nerfed to 9 mana from 7, proving that not even memes are immune to balance.
  • Numerological Motif: Seven. The minion is a 7 mana 7/7, and the Hero was 7 mana pre-nerf and still gives 7 Armor, with one of the effects of his hero power giving another 7 armor.
  • Robot Master: Strongly related with various robots, and his effect empowers all Mechs you play from thereon by giving them Rush.
  • Shout-Out: To Doctor Doom. In case it wasn't obvious enough, his flavour text is "Marvel at his might!" Blastmaster Boom even wears a very Dr. Doom-esque suit of armor.
  • Unskilled, but Strong: The gist of why the original minion was so popular. Dr. Boom doesn't add particularly much besides some efficient stats and a splash of damage. He also doesn't have any particular downsides, and his stats are extremely efficient. Because of his unique 3-minion spread, large base body, and strong Deathrattles, there is no card that can cleanly trade 1 for 1 with Dr. Boom (even another Dr. Boom doesn't do it, since the Boom Bots still get value). Plus, card quality in general was a lot lower when he was released, especially the 7 mana slot which was populated by nothing but terrible cards. To drive the point home, many Wild decks don't actually use him anymore, just because lists are so specialized that there's no need for a generically good card.

Zul'jin

https://static.tvtropes.org/pmwiki/pub/images/450px_zuljin_full.jpg
Here comes da BIG axe!note 
The Warlord of the Amani. Zul'jin was an ally of the Horde during the Second War, but left them when they broke their promise and failed to destroy Quel'thalas. He was then captured by the elves and tortured, losing his eye and forcing him to cut off his arm to escape. Now in the Rumble, he's the champion of Halazzi the Lynx.

Zul'jin is a 10 mana Hunter hero who recasts every single Spell you've cast this game. His hero power, Berserker Throw, deals 2 damage to any target.
  • Animal Motif: In a bit of art evolution, he's wrapped in cat pelts over his normal clothes, tying into his Loa god Halazzi.
  • The Beastmaster: His ability looks like The Archmage, but given what most Hunter spells do, the typical result is calling in an army of animals.
  • Boring, but Practical: Berserker Throw is pretty unexciting as far as Hero Card powers go (especially compared to Deathstalker Rexxar). It's still a huge boon and a direct upgrade over Steady Shot.
  • Composite Character: He has the tall, spiky hair and prominent tusks featured in Warcraft II and Heroes of the Storm, but is the handicapped version seen in World of Warcraft.
  • Handicapped Badass: He's missing his arm and eye but is no worse a fighter for it.
  • Hoist by His Own Petard: He recasts all spells you have cast this game, but it will be randomly targeted. Be very careful when you have used any direct damage spells, as it's not unheard for him to cast it on his own face.
  • The Last of These Is Not Like the Others: His Greeting emote isn't a badass boast like most other Hero Cards, but rather an amicable "Ah, look who it is!". This doubles as a Call-Back to Heroes of the Storm where he says this when inspected in the shop.
  • Lighter and Softer: Zul'jin isn't as overtly hostile as his other incarnations, as per the norm for Hearthstone.
  • Spam Attack: Upon being played, he'll spam out every spell you previously played this game. If you're going Spell Hunter, it might take a while.

    The Great Dalaran Heist 

Rakanishu, The Mage

https://static.tvtropes.org/pmwiki/pub/images/516px_rakanishu_hero_full.jpg
I'm what you'd call a "criminal element".
The mischievous fire elemental from Togwaggle's lantern.


An elemental that lives in Togwaggle's lantern, serving as his "magic candle". Rakanishu represents the Mage, and in addition to Fireblast, he can unlock Burning Wit, a one mana power that reduces the cost of a random card in his hand by 2, and Frostburn, letting him Freeze a minion or deal 2 damage to a Frozen minion.


Vessina, The Shaman

https://static.tvtropes.org/pmwiki/pub/images/516px_vessina_hero_full.jpg
You want to dance, sssssweety?


A sethrek shaman and a close companion of Hagatha's. Vessina serves as the Shaman hero, and in addition to Totemic Call, she can also use Evolution, transforming a minion into one that costs 1 more, or Refresh, drawing a card for 1 mana and 1 Overload.

Vessina also became a playable card in Saviors of Uldum. She is a 4 mana 2/6 Shaman Legendary that gives your other minions +2 Attack so long as you're Overloaded.


Ol' Barkeye, The Hunter

https://static.tvtropes.org/pmwiki/pub/images/450px_ol_barkeye_full.jpg
Me! I'm nextsies!! Gimmies of the gun!!!
Who gave a high-powered sniper rifle to a gnoll?


A random gnoll that Dr. Boom outfitted with a sniper rifle. Ol' Barkeye is the Hunter for this mode, and can use Steady Shot in addition to Opportunist, giving a minion +2 Attack for the turn, or Pet Training, adding a 1/1 Shifting Chameleon to your hand that becomes a random 1-cost minion each turn.


  • Dumb Muscle: He's dense as a brick, but also one of Dr. Boom's heavy hitters.
  • Sniper Rifle: His Weapon of Choice. Or rather, Dr. Boom's choice.
  • They Called Me Mad!: Dr. Boom has a miniature tirade like this the first time you play as Barkeye... in regards to him giving heavy munitions to a gnoll.
  • You No Take Candle: Even surrounded by the trope-naming creatures, Barkeye's language stands out as especially broken. His entry quote is "Locksed up and loaderted!" just for an example.

Kriziki, The Priest

https://static.tvtropes.org/pmwiki/pub/images/1dala_kriziki.jpg
Darkness I wield.
Lazul promised this shadowy arakkoa that she would fly.


An arakkoa outcast who joined the League to regain her wings. Her alternate hero powers are Distort, which swaps a minion's Attack and Health, or Soothe, which gives a minion -2 Attack until your next turn.


  • Bird People: A corrupted arakkoa.
  • Power of the Void: She draws her powers from the Old Gods. Presumably she began with Draenor's Old Gods like her kin, but uses C'thun imagery for her spells on Azeroth.
  • Wings Do Nothing: Like all other arakkoa outcasts, she's afflicted with a curse that leaves her wings inoperable. Her motivation for fighting is to undo this.

Captain Eudora, The Rogue

https://static.tvtropes.org/pmwiki/pub/images/1dala_kriziki_7.jpg
Ready for target practice!
This fleet-footed vulpera pirate captain has gone freelance.


A vulpera mercenary-for-hire, and pirate captain. Her hero powers are Yoink!, burgling a random class card, or Cut-less, which deals 2 damage to an undamaged minion.


  • Ascended Extra: From 1/3 of a dungeon encounter in WoW, to a playable hero.
  • Cunning Like a Fox: Befitting a fox, she's a crafty and intelligent pirate.
  • Fox Folk: Vulpera are humanoid foxes.
  • Knife Nut: She has multiple voicelines admiring different weapons, especially Kingsbane. Sticking with the basic Rogue hero power can have certain bosses comment on her proficiency.
  • Pirate Girl

Mr. Chu, The Warrior

https://static.tvtropes.org/pmwiki/pub/images/1mr_chu_full.jpg
I understand you need some muscle?
This black-market bodyguard is the new muscle for E.V.I.L.


A strong pandaren. Mr. Chu is the Warrior for this mode, and can pick between Armor Up as well as the unlockable Invigorating Brew, which deals 1 damage to a minion for +2 Attack, or Undermine, which shuffles two Explosives into the opponent's deck that deal 3 damage when drawn.


  • Demolitions Expert: If he takes Undermine.
  • Nothing Personal: His response to any of the bosses. The only one he sounds genuinely sad to say this to is Madame Goya, who was apparently an old buisness partner.

Squeamlish, The Druid

https://static.tvtropes.org/pmwiki/pub/images/1dala_squeamlish.jpg
Me take many forms!
A Druid of the Rat, known for her turtle and hedgehog forms.


A kobold druid with some... interesting forms. In addition to Shapeshift, Squeamlish can use Lifebloom, which restore a minion to full health, or Touch of Bark, which gives a minion +1/+1.


  • Genki Girl: She's always bubbling to show off her druidic powers, and is positively bouncing to meet everyone in Dalaran.
  • Obliviously Evil: Squeamlish genuinely doesn't know she's beating up the good guys. Depending on the context, she either thinks she's fighting the villains or she's trying to help Dalaran fight the League of E.V.I.L. but is so incompetent she beats who she's trying to help. With her interaction with Bonepaw, she's hurt and confused when he calls her a bad guy.
  • Pretender Diss: When she encounters The Rat King, since her rat form is way better.
  • Voluntary Shapeshifting: Her forms include but aren't limited to: a rat, an armadillo, a hedgehog, a shrub, a turtle, and a puppy. The rat is her favourite. This is mostly flavour though - she never actually transforms in-game sadly.

Tekahn, The Warlock

https://static.tvtropes.org/pmwiki/pub/images/518px_tekahn.jpg
The power of the Neferset will answer.
This tol'vir prince is forged of hate and stone.


The dark pharaoh of the Neferset tribe. No one is quite sure why he serves Rafaam, but he will make sure Dalaran falls into his master's hands. All of his hero powers deal two damage to himself, and he chooses between the standard Life Tap, Pain Split; dealing 2 damage, and The Pact; summoning a 2/2 Imp.

He also became a playable Legendary in Saviors of Uldum. Dark Pharaoh Tekahn is a 5 mana 4/4 Warlock minion who permanently sets your Lackeys' stats to 4/4 for the rest of the game.


George the Fallen, The Paladin

https://static.tvtropes.org/pmwiki/pub/images/1george_the_fallen_full.jpg
I'll make them pay for what they did to Karl!
A vengeful paladin who's breaking vows and faces alike,


One of the paladins who was lost in the jungle, and later wandered into the Catacombs. His companion, Karl, didn't make it out of that encounter. Now George is back for revenge on the adventurers. George's unlockable Hero Powers are Backup, which adds 3 Silver Hand Recruits to your hand, or Boon of Light, granting a minion Divine Shield.


  • Ascended Extra: He's come a looooong way from an innocuous bit of flavour text.note 
  • Beware the Silly Ones: George was the Lovable Coward and Cloudcuckoolander of the duo. Without Karl, he's become a vengeful, dark paladin. It is Played for Laughs, but only to us since we know his history.
  • Fallen Hero: From a Paladin who is presumably loyal to the Alliance to joining the League of E.V.I.L. for his vengeance and fighting prominent Alliance hero and allies like Khadgar.
  • Light Is Not Good: He's still wielding the powers of the Holy Light, but doing so for his vengeance.
  • Roaring Rampage of Revenge: He's here to avenge his fallen companion, Karl.

    Tombs of Terror (The League of Explorers) 
The League of Explorers is the name of an elite-ish team of treasure hunters who tracked down the three pieces of the Staff of Origination and foiled Arch-Thief Rafaam. First introduced in their eponymous expansion, the player joined them on their quest to aid them in disarming traps, dueling horrid beasts, and overall making sure they didn't die horribly.

They returned as the protagonists in Saviors of Uldum, venturing from the Hall of Explorers to stop Rafaam, the League of E.V.I.L. and their stolen city-ship of Dalaran from acquiring powerful artifacts and destroying the world. They are the playable heroes for the Tombs of Terror singleplayer mode.

General Tropes:

  • Big Damn Heroes: For Uldum. Rafaam was in the process of unleashing evil plagues and generally lording over the people... until the League of Explorers show up.
  • The Bus Came Back: All of them returned as the main characters of Saviors of Uldum.
  • The Cameo: Elise can be seen in the Whispers of the Old Gods trailer. They're also all guests that arrive for the big party at Karazhan, and Reno and Finley were prominently featured in the trailer. Reno gets told off for trying to make off with the silverware.
  • Composite Character: Each of the Explorers represent two classes at once, covering everything except Warlock. They tend to mix and match themes, especially with their treasures.
  • Original Generation: While Brann Bronzebeard is famed on Azeroth for his daring adventures, the rest of the League is composed of Hearthstone originals.
  • Weak, but Skilled: Reno Jackson is the biggest of them stat-wise, and even he's understatted. However, they all make up for it with powerful abilities.

Reno Jackson

Voiced by: Travis Willingham

https://static.tvtropes.org/pmwiki/pub/images/00reno_jackson.jpg
Hand me my hat, Finley. I'm going in!
Click here to see Reno as he appeared in The League of Explorers 
Click here to see Reno the Relicologist 

With a bag full of treasures and a well-styled mustache, Reno is ready to take Tekahn down!
A bumbling, somewhat self-centered treasure hunter who requires the assistance of the player to collect the first piece of the staff and escape from the Temple of Orsis.

Reno Jackson is a 6 mana 4/6 who heals your hero to full health as long as your deck has no duplicates. In Saviors of Uldum, Reno the Relicologist a 4/6 Mage Legendary for 6 that deals 10 damage randomly split between all enemy minions if your deck has no duplicates.

As a playable hero, Reno represents both the Mage and Rogue, combining his roguish personality with some new artifacts he found lying about. His hero powers are: Amateur Mage, dealing 1 damage or 2 if Combo'd; Relicologist, granting his next spell Spell Damage +2; and Arcane Craftiness, which fires two random missiles that deal 1 damage each, and repeats if a minion dies.
  • Adventurer Archaeologist
  • The Big Guy: Physically the largest of the league (being a human compared to an elf, a dwarf, and a murloc) and also has the highest stats (4/6, compared to Elise's 3/5, Brann's 2/4 and Finley's 1/3).
  • Breakout Character: Reno, at the time of his printing, was the most extreme "build around me" card ever, demanding creative deckbuilding (no duplicates may be in the deck at the time of his summoning) in exchange for an awesome reward (restoring your hero to full health). This made him incredibly popular among professional and casual players alike, to the point where Mean Streets of Gadgetzan promoted his one-of-a-kind restriction to it's own archetype, adding several cards with the same limitation and similarly powerful payoffs. It got to the point where, when the team was brought back for Saviors of Uldum, they all used his signature condition.
  • Clothes Make the Superman: Reno is only nominally a mage - his "magic" comes from the various items he scrounged up. This is nodded to in Tombs of Terror, since his playable hero is a Rogue/Mage hybrid, referencing his "true" class along with what he's acting as.
  • Difficult, but Awesome: Unless you build a deck with only one of each card in it, trying to guess when it's safe to use Reno and get his battlecry can be tricky. However if pulled off it can completely turn around a losing match. Somewhat averted, after a patch that gives Reno an aura when his battlecry will trigger while in your hand, making it explicit when you can benefit from his effect. The act of actually building a good deck for Reno is pretty tough as well, unless you simply grab a list online somewhere.
  • Gatling Good: Relicologist is wielding a runic machine gun. Said Gatling Wand can be acquired as a signature treasure, which deals damage split between enemies and scales based on how many spells Reno has cast that game.
  • Heroic Second Wind: One of the most powerful ones in the game, letting you undo all of the damage you've taken and often leaving the opponent in a precarious position.
  • Jerk with a Heart of Gold: On the one hand, he has a little too much fun recounting his exploits and tends to be greedy with treasure even when it's obvious that something bad might happen if he takes it. On the other hand, he saves the player from a collapsing ceiling and is legitimately grateful for them saving him.
  • Large Ham: Imagine every single stock parody of treasure hunters you've ever seen and you've probably got a good idea of what he's like.
  • Lovable Rogue: An unapologetic kleptomaniac. His antics release Zinaar to confront you, and during One Night in Karazhan he gets told off by Moroes for trying to steal the silverware. But he does save your life, both in his home adventure and as a card.
  • Mr. Vice Guy: Reno has a greedy streak a mile wide and a huge ego, but he's also firmly a good guy at heart.
  • Nice Hat: His brimmed explorer's hat, which can be used as a signature treasure to grant a minion +2/+2 and Spell Damage +2.
  • Powerful, but Inaccurate: His Gatling Wand, which he barely knows how to use. It's obviously insanely powerful, but Reno is by no means a Mage. He almost kills Elise and himself messing around with it in the themed Tavern Brawl, and even the card version is unpredictable.
  • Rapid-Fire "No!": His death sound when used as a card.

Elise Starseeker

Voiced by: Amy Walker

https://static.tvtropes.org/pmwiki/pub/images/00elise_the_enlightened.jpg
Time to get out into the field.
This is only tropes related to her appearance in Tombs of Terror. For general character tropes, see Unlockable Heroes above.

Whether she needs magic or a trusty machete, Elise is ready to save Uldum.

Elise represents the Druid and Priest classes. Her hero powers are a choice between Elise's Might, granting either +2 Attack that turn or +2 armor; Druidic Teaching, restoring 2 health and drawing a card if that fully heals the target; and Starseeker, which passively adds a Moonfire to her hand after casting two spells on the same turn.
  • Came Back Strong: One treasure lets her resurrect her 7 most powerful minions, and also grants them Taunt for good measure.
  • Characterization Marches On: She's quite different from her role as Mission Control and the younger teacher her actual hero represents. She's a veritable Action Girl with a host of offensive abilities.
  • Machete Mayhem: One of her treasures is a machete, specifically the one she was wielding in Journey to Un'goro. That's especially noteworthy since neither Druid nor Priest is traditionally a weapon class.
  • Pragmatic Adaptation: Elise is only nominally a Priest, since all of her Priest abilities are flavoured as Restoration Druid spells. This keeps her feeling truer to her role as a normal playable hero.

Brann Bronzebeard

Voiced by: Carlos Larkin

https://static.tvtropes.org/pmwiki/pub/images/00brann_bronzebeard.jpg
The answers are here. I can feel it!
Click here to see Brann as he appeared in The League of Explorers 

Riding on a dinosaur and looking for a fight, Brann's ready to finish this.

A famed dwarven archaeologist, brother to Magni and Muradin Bronzebeard, and founder of the League. Him and the player launch an expedition to Uldaman to locate the second piece of the staff. Afterwards, he left to explore Un'goro, eventually mastering the art of taming dinosaurs.

In The League of Explorers, Brann was a 3 mana 2/4 who causes all Battlecries to trigger twice. His second incarnation, Dinotamer Brann, is a 7 mana 2/4 Hunter Legendary who summons King Krush if your deck has no duplicates.

As a playable hero, Brann is both the Hunter and Warrior. His first Hero Power, Spread Shot, deals 1 damage to any target and an additional damage to the enemy hero. Well Equipped equips a random weapon and sets its durability to 1. Finally, Dino Tracking passively causes Brann to Discover cards from his deck instead of drawing them.
  • Adventurer Archaeologist: One of the most respected and well-known on Azeroth.
  • Attention Deficit Oh Shiny: He ignores the death threats and carnage around him to explore the rooms of Uldaman. He even wonders about what kind of tales Archaedas could tell them while the keeper is trying to kill him.
  • Everything's Better with Dinosaurs: Dinotamer Brann comes into play with King Krush at his side.
  • Fluffy Tamer: At some point between LoE and Saviors of Uldum, Brann went on an expedition to Un'goro where he learned to be a proficient dinosaur tamer. In the "League of Explorers: Revived!" tavern brawl, Elise finds him in the middle of taming King Krush.
  • Mythology Gag: Dino Tracking lets you Discover instead of draw, which is similar to the Warrior spell Explore Un'goro. And of course, Brann left on an expedition to...
  • Shotguns Are Just Better: Both his Spread Shot hero power and Ol' Faithful treasure are these. Both inflict Splash Damage as you'd expect (Ol' Faithful has the additional effect of dealing 1 damage to all enemies).
  • Sibling Team: If you use him in a Warrior deck with Magni as the hero. If he's played against an opposing Magni, he'll ask him if he's seen their brother Muradin lately.
  • Weak, but Skilled:
    • Brann Bronzebeard is a 3-Mana 2/4, meaning that his stats are underwhelming for the amount of mana you spend to play him. However, his continuous ability, which doubles the effects of all of your battlecries while he's on the field, more than makes up for this deficit when played correctly. For instance, play him before playing Dr. Boom and you'll have an extra two bombs to wreak havoc with, Mind Control Tech will steal two enemy minions, Wyrmrest Agent will boost himself twice, while C'Thun will set off two salvos of deadly projectiles. Of course, getting him to stay on the field long enough to get these effects to work is the tricky part, since any savvy opposing player will take out Brann as soon as possible due to just how powerful he is.
    • Dinotamer Brann has horrible stats and a restrictive effect, but cheats out an 8/8 Charge at only 7 mana, letting the Hunter potentially deal 10 burst damage.

Sir Finley Mrrgglton

Voiced by: Terrence Stone

https://static.tvtropes.org/pmwiki/pub/images/00sir_finley.jpg
A splendid day for an adventure! Uh, plagues notwithstanding
Click here to see Finley as he appeared in The League of Explorers 

Sir Finley rides into battle, ready to dispense justice against his final foe.

A gentlefish who comes to the player's aid in the Ruined City to help them gain hold of their surroundings and track down the third piece of the staff.

In The League of Explorers, he's a 1 mana 1/3 Murloc who lets the player Discover a new basic Hero Power. He returned in Saviors of Uldum as a 2/3 Paladin Legendary called Sir Finley of the Sands. His Battlecry lets you Discover an Upgraded hero power if your deck has no duplicates.

As a hero, he represents the Shaman and Paladin classes. His hero powers are: New "Recruits", which summons a 2/1 Amalgam; Bubble Blower, which Discovers a Paladin or Shaman Battlecry minion but Overloads for 1; and Power Up!, which gives a minion Divine Shield and Windfury.
  • Back from the Dead: It seemed like Karl had been Killed Off for Real during the Dungeon Run. However, it turns out he just got separated from George and is now one of Finley's treasures.
  • Big Creepy-Crawlies: He's riding a Jeweled Scarab named Maxwell as Sir Finley of the Sands. The bug is also an unlockable treasure.
  • Buried Alive: He's found in Tanaris buried up to his hat in "The League of Explorers: Revived!". It's up to the player to dig him out.
  • Canon Immigrant: Got added to World of Warcraft in the expansion Legion, after his introduction in Hearthstone.
  • Gentleman and a Scholar: Directly referred to as such on the official site for the adventure. In general he acts like a posh, polite British gentleman.
  • High-Class Glass: It even gleams in his intro.
  • Jousting Lance: The Truesilver Lance, a 5/1 treasure that gains +2 Durability whenever Finley Overloads.
  • Metaphorgotten: Sir Finley of the Sands' flavor text:
    "The sands shall be my sea! And this scarab shall be my, er, strange and wriggly boat!"
  • The Unintelligible: A notable aversion, in that he's the first murloc in all of Warcraft to actually speak English... er, Common.
  • Weak, but Skilled: Finley is one of the weakest legendary cards; he has the lowest mana cost of all legendaries, tied with Patches, and the second lowest stat total, tied with Nat Pagle and Lorewalker Cho, making him efficient for the cost but still a very small and completely nonthreatening board presence. His danger comes from his battlecry, which replaces the player's hero power with a random one from a different class. This can change the entire structure of a deck, and especially synergizes with weak hero powers, like shaman and paladin, who also coincidentally have a lot of other murlocs and murloc support available to them.

    Other Single Player Heroes 

Monster Hunt

Darius Crowley, The Cannoneer

https://static.tvtropes.org/pmwiki/pub/images/dariuscrowley.jpg
I am in position.
Position your field artillery to dominate the battlefield.


Once a pro-Alliance rebel leader, Crowley was freed during the Worgen assault on Gilneas and became a Worgen himself. Crowley and Greymane later reconciled and joined forces to combat the attacking Forsaken. He now leads the Gilneas Liberation Front alongside the Bloodfang pack and the 7th Legion.

Darius begins the game with an indestructible cannon on his side of the board. When he uses his Hero Power, the cannon fires, dealing 1 damage to whatever is across from it (similar to the Chess event). If that kills a minion, his Hero Power is refreshed.

As a collectible card, Darius Crowley is a 5 mana 4/4 Warrior Legendary with Rush that gains +2/+2 each time he kills another minion.


  • BFG: Cannons are kinda his thing. Ironically, his artwork shows him with a sword.
  • Eyepatch of Power
  • Magikarp Power:
    • Darius' hero power is definitely the weakest of the four, but he has a slew of exclusive treasures based around buffing his cannons up. With the right build and enough encounters beaten, you'll be blasting your way through everything with just your hero power.
    • This also applies to his card. Like the Boogeymonster, Darius starts out relatively weak for his cost but gets stronger whenever he kills an enemy. Unlike the Boogeymonster, he has Rush, allowing him to start snowballing right away.
  • Mechanically Unusual Class: His hero power is the most unique among any playable hero. Rather than directly do anything, it commands a permanent token on the field to take effect. Because of how his token works, positioning and Hero Power enhancement is of greater importance than other classes.

Shaw, The Houndmaster

https://static.tvtropes.org/pmwiki/pub/images/houndmaster_shaw.jpg
Look what the dogs dug up!
Harass your foes with rushing bloodhounds.


A Gilnean hunter accompanied by tracking hounds.

His Dog Whistle hero power lets him call forth a Bloodhound, a 1/1 Beast with Rush.

Houndmaster Shaw is a collectible Hunter Legendary. He is a 4 mana 3/6 that gives your other minions Rush.


Toki, The Time-Tinker

https://static.tvtropes.org/pmwiki/pub/images/toki__time_tinker.jpg
Your time is up!
Don't like the results of a turn? Manipulate the timeline!


A friend of Chronormu (AKA Chromie), Toki is a gnomish scientist working to uncover the secrets of time. She's also a powerful mage with an affinity for time magic... and recklessly abusing it. While she displays a cheerful disregard for Gilneas and the curse, her determination and willingness to take risks nonetheless makes her a formidable ally in this time of need.

Simultaneously, Toki is a scarred, grizzled gnome mage with great control over time magic. Frequently sighted in Gilneas, her form flickers in and out of existence, displaying a grim, crazed determination to stop someone from affecting an event in her own future. Oddly enough, she has been showing photos of herself to citizens and asking if they have seen this gnome... For details on this Toki, see Bosses.

Her 0 mana Hero Power is Temporal Loop, which starts her turn over - giving her a second chance on RNG effects or to just recover from any mistakes.

As a collectible card, Toki, Time-Tinker is a 6 mana 5/5 Mage Legendary that adds a random legendary minion from the past to your hand - the past being cards limited to the Wild format!


Tess Greymane, The Tracker

https://static.tvtropes.org/pmwiki/pub/images/tess_greymane.jpg
The trail leads here.
Scavenge for spells to turn a monster's power against itself.


Tess Greymane is the daughter of King Genn Greymane, and heir to the throne of Gilneas. During the Legion's third invasion, Tess joined the Uncrowned, a secretive organization of Rogues sworn to defeat the Burning Legion.

Tess' Hero Power is Scavenge, which allows her to Discover any class spell that was previously cast that game.

Tess Greymane is also a Rogue Legendary. An 8 mana 6/6, her Battlecry replays all cards you've played this game from another class.


  • Ascended Extra: She is a pretty minor character in World of Warcraft. Here, she is pretty much The Hero of the Single Player campaign in all but name, something that her father Genn usually took in storylines involving Gilneas (he was Demoted to Extra into a narrator).
  • Automatic Crossbows: Wrist-mounted ones, no less.
  • Enemy Summoner: Note that "all cards from another class" includes minions.
  • Exact Words: Tess takes into account your current class when she's played. If you got your hands on another class's hero card and played it, she'll replay all of your Rogue cards (which will usually be most of the cards you played that game).
  • In the Hood: A change from her look in WoW. Instead of a helmet-less set of leather armor, she's dressed in a badass Diablo style demon hunter-esque getup.
  • Lethal Joke Item: If Tess uses her hero power, but no class spells have been played, she's given A Small Rock, a 0 mana spell that does 1 damage. This puny little thing is deceptively valuable, as it functions as a free Combo trigger. Spell Damage minions also dramatically increase its potency, especially when combined with Malygos. Finally, there's the Whisperer, whose Hero Power causes all spells, including yours, to have Echo. With the Small Rock, this results in a turn two kill.
  • Random Number God: While you can determine what cards Tess replays, the order they're replayed in is completely random. Additionally, if any Discover effects are involved, the choice will be made at random.
  • Royals Who Actually Do Something: Being the daughter of a badass werewolf king means Tess has a big reputation to uphold, and she lives up to it pretty well.
  • Scarily Competent Tracker
  • Weapon of Choice: Her unique treasure card Tools of the Trade allows Tess to equip one of three different weapons: a 1/8 Stake Launcher with Windfury, a 4/2 Handgonne, or a 2/2 Blunderbuss that damages minions adjacent to its target. The spell then returns itself to her hand, letting her swap between these weapons at will.

Rumble Run

Rikkar, The Rookie

https://static.tvtropes.org/pmwiki/pub/images/rikkar_full.jpg
I can do this!
A lone Darkspear jungle troll with no tribe or loa. He joined Rastakhan's Rumble looking for glory, but had trouble finding the right group to join. In a moment of inspiration, he took the mic and announced that he was challenging everyone there. Impressed by his bravery, Rikkar earned the favour of all nine loa gods.

Rikkar is the playable hero of the Rumble Run. At the start of the run, the player chooses which loa Rikkar will follow, determining his primary class.
  • Eager Rookie: He's very ecstatic to have the chance to prove himself in the Rumble.
  • Say My Name: Once his opponent is low enough, he demands they do this.
  • Wowing Cthulhu: All of the loa are blown away by Rikkar's ballsy move, declaring that he would single-handedly defeat them all. This earned him their combined blessings.
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