Class is the primary determinant of a hero's powers and abilities. While each hero represents a unique character with their own personality, portrait and sounds, their class determines their hero power and which class-specific cards they are able to play. These cards include equipment, minions and spells.
Below is a list of the current classes, with their class specific advantages.
- 1 Druid
- 2 Hunter
- 3 Mage
- 4 Paladin
- 5 Priest
- 6 Rogue
- 7 Shaman
- 8 Warlock
- 9 Warrior
- 10 Links
The druid is a very versatile class, with the unique Choose One ability allowing them to choose one of two options when playing a card. Druids boast a large range of enchantments with which to enhance their minions.
Shapeshift: +1 Attack this turn. +1 Armor.
The armor gained by Shapeshift stacks with other armor effects and is not lost at the end of your turn; however, the attack buff is only available for that turn.
Hunters favour beast type minions, with numerous unique beasts available to them, and many cards offering synergies with beasts. Hunters can equip ranged weapons to deal direct damage, and the hunter hero power allows them to deal 2 damage direct to the enemy hero. Hunters also use traps as secret spells that trigger when a condition is met.
Steady Shot: Deal 2 damage to the enemy hero.
Mages use a large array of spells that cripple enemy minions and damage their hero, from single target spells such as Pyroblast to multiple target effects such as Arcane Explosion and Flamestrike. Decks that contain minions that boost spell power can strengthen the mage's numerous direct damage spells, turning even weak spells into formidable nukes. A unique mage mechanic is freeze, which freezes targets, preventing them from attacking for one turn. The mage can also use secrets that trigger when a condition is met.
Fireblast: Deal 1 damage
- Uther the Lightbringer (Paladin)
The paladin is a well-rounded class which focuses on strong minions and limiting your opponent's ability to use their own. The mechanic Divine Shield is associated with paladin cards. Paladins can use equipment to attack directly, and can use secret cards that trigger when a certain condition is met. Their hero power can be used to summon an endless supply of 1/1 minions.
Reinforce: Summon a 1/1 Silver Hand Recruit.
Priests are masters of healing, and can heal themselves and their minions through their hero power and a range of healing spells, as well as boosting minions' health. Priests' healing theme is reinforced by synergies with spells such as Inner Fire and minions such as Lightspawn and Northshire Cleric. However, these masters of the light also have their shadow side, and priests command a number of darker abilities, including direct damage spells and attacks such as Mind Blast and Shadow Word: Pain. The epic card Shadowform allows priests to embrace the shadow, changing into a new form complete with a new direct damage hero power.
Lesser Heal: Restore 2 Health.
Special priest powers
Rogues have access to a lot of cheap mana cards. This works well with the ability combo, a card property found only on rogue cards. Combos are activated when playing the card, provided another card has already been played that turn. Rogues also can equip weapons to deal direct damage with their hero.
Dagger Mastery: Equip a 1/2 Dagger
Shamans can call totems to their aid. Totems are considered minions, with attack power and health. Most start with 0 attack but cards like Bloodlust can turn a board of weak totems into a force to be reckoned with. Your totems can be helpful for survival or for aggressive play. The shaman also has access to cards with overload. Overload allows powerful spells to be cast for a low mana cost, but reduces the number of available mana crystals available the next turn. This allows the shaman to deal great burst damage. The shaman can also use equipment.
Totemic Call: Summon a random Totem.
Every time you use the shaman hero power one of 4 different totems will be summoned randomly. You can have all 4 in play at once but not more than one of each kind. The 4 totems are: Healing Totem(0/2 that heals 1 damage from all friendly minions at the end of a turn), Searing Totem(a 1/1 minion), Stoneclaw Totem(0/2 with taunt) and Wrath of Air Totem(0/2 spellpower+1)
Warlocks are notable for their ability to summon demons. These underpriced minions each come with a battlecry that is negative for the warlock (e.g. discard cards or deal damage to the warlock). The warlock can also summon Lord Jaraxxus, a special card that will replace the hero, set life to 15, change the hero power and equip the weapon Blood Fury. Specialising in sucking the soul from their enemies, warlocks also have a number of dark direct damage spells at their disposal.
Probably the most iconic of all warlock abilities is their hero power Life Tap, which allows them to sacrifice their own health in order to draw an additional card from their deck. This means that warlocks will rarely suffer an empty hand - so long as they are willing to pay the price.
Life Tap: Draw a card and take 2 damage.
Special warlock power
INFERNO!: Summon a 6/6 Infernal.
The warrior can equip a range of weapons to attack his foes directly. Armor can also be easily gained from his hero power to protect himself. Warrior cards feature an emphasis on direct damage, instant destruction of minions, and minions with charge, as well as a theme of weapons, armor and attack buffs.