Charge
- Charge
Can attack immediately.
- For the card of the same name, see Charge.
Charge is an ability allowing a minion to attack the same turn it is summoned or brought under a new player's control.
Charge is available to all classes, but is most strongly associated with the warrior, hunter, and demon hunter classes. Warrior cards involving Charge include Charge, Kor'Kron Elite and Grommash Hellscream. Hunters have access to powerful Charge cards such as Huffer, Unleash the Hounds, Tundra Rhino and King Krush, as do Demon Hunters with cards like Kayn Sunfury and Kor'vas Bloodthorn.
Notes[edit | edit source]
- Minions with Charge will not suffer the exhausted effect when first put into play. This also applies if the minion is brought into play through means such as a Summon effect or Faceless Manipulator's Transform effect.
- If a friendly minion can only attack because it has temporary Charge from Tundra Rhino, the Tundra Rhino does not have to survive until the actual combat happens (for example, if it dies to Explosive Trap, the combat will not be cancelled).[2]
- Charge functionally overrides Rush effects. If a Charge minion is given Rush, it will still be able to attack the enemy hero. This is because Rush doesn't actually prevent a minion from attacking the opponent's hero, it only allows the minion to attack enemy minions while it would normally have summoning sickness.
Strategy[edit | edit source]
- Charge is a very useful ability for dealing instant damage, and often features as part of a deck's burst damage potential. Cards like Doomguard can be held until the opportunity arise to quickly defeat the opponent using the cards left in the hand.
- Charge minions are often used to finish the opponent, sometimes as part of one turn kill (OTK) combos. Leeroy Jenkins is a good example, often combined with cards such as Shadowstep, Faceless Manipulator, Reincarnate and Power Overwhelming to deal huge damage in a single turn. Unleash the Hounds and Grommash Hellscream are also commonly used as finishers.
- Charge can be granted through cards like Tundra Rhino, allowing beasts which do not usually possess the ability to make use of it. This can be key in making powerful plays with strong beasts such as Savannah Highmane. Unleash the Hounds is a strong example of the power of a sudden group of minions, heavily dependent on Charge.
- Charge minions frequently feature decent Attack but relatively low Health. This ensures that they will be defeated upon attacking most targets, and otherwise can be easily dispatched by the opponent, serving to balance their ability to immediately attack with a low likelihood of surviving into the next round.
Cards with Charge
- For Wild format listings, see Charge/Wild format.
This section lists all cards which possess or provide a source of Charge.
Collectible
Uncollectible
Sources of Charge
- For Wild format listings, see Charge/Wild format.
Charge-generating cards
This section lists cards which generate Charge minions.
Charge-granting cards
This section lists cards which grant the Charge ability to other minions or to itself.
Achievements[edit | edit source]
Category | Name | Description | Rewards | |
---|---|---|---|---|
Gameplay - General - Neutral Keywords | I Wanna Play NOW! | Play 50 minions with Rush or Charge. | 10 | |
Gameplay - General - Neutral Keywords | I Wanna Play NOW! | Play 150 minions with Rush or Charge. | 10 | |
Gameplay - General - Neutral Keywords | I Wanna Play NOW! | Play 500 minions with Rush or Charge. | 10 | |
Gameplay - General - Neutral Keywords | I Wanna Play NOW! | Play 1500 minions with Rush or Charge. | 10 | |
Gameplay - General - Neutral Keywords | I Wanna Play NOW! | Play 5000 minions with Rush or Charge. | 20 | |
Gameplay - Paradise - Demon Hunter | Who's in Charge? | Summon 250 Pirates with Charge as Demon Hunter. | 300 , 10 | |
Gameplay - Paradise - Demon Hunter | Who's in Charge? | Summon 500 Pirates with Charge as Demon Hunter. | 400 , 20 |
Design[edit | edit source]
Charge is historically one of the most problematic abilities in Hearthstone. This is due to the potential for Charge minions to be combined with Attack-increasing buffs and copy effects, producing excessively powerful burst combos, in the worst cases resulting in one turn kills.[3] This lack of interactivity makes Charge a concern for the developers, who have consequently become increasingly reluctant to print new minions with unqualified Charge, as well as nerfing numerous cards critical to Charge-based combos.
Designer Max McCall clarifies that the ability itself can be positive, such as for allowing players to catch up when behind on the board, helping to counter the strength of consistently developing the board.[3] However, when a Charge card is cheap enough to combo with other effects, or it is otherwise viable to achieve a one turn kill using it, the ability "becomes a problem".[3] One solution to this could be to restrict the availability of buffs and other key combo pieces, but these types of effect offer a larger design space, with the result that restricting them would detract from the game far more significantly than simply restricting the availability of Charge.[3]
More recently the designers have experimented with conditional Charge effects, and are considering adding more expensive Charge minions in the future, as they "figure out what's safe".[3]
With The Witchwood, Hearthstone introduced the related Rush effect, which is similar to Charge except that the minion cannot attack heroes on the turn it is summoned. It is possible for a minion to have both Rush and Charge (for example, if you play a Rush Beast while Tundra Rhino is on the board); in that case the minion can attack the enemy hero on its first turn.
References[edit | edit source]
- ↑ When BM goes wrong ft. Forsen (2). (2014-10-23).
- ↑ https://www.youtube.com/watch?v=JVCX1zt0E4E Tested in Patch 3.1.0.10357 (Mech War Tavern Brawl patch)
- ↑ 3.0 3.1 3.2 3.3 3.4 Max McCall Talks About Charge and Taunt - Concerns, Experimentation, and Execution. (2017-02-13).