Critical Damage

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This content is only for Mercenaries.
Critical Damage
Takes 2X damage from sources.
Visual splash appearing after a character takes Critical Damage

Critical Damage is a keyword used in Mercenaries. Its internal name is CRITICALDAMAGE.

Critical Damage is also an important mechanic when the weakness system is involved. In particular, when a Caster deal damages a Protector, the Protector takes double damage from it. The same cases occur with Protector dealing damage to Fighter, and Fighter dealing damage to Caster.

Critical Damage is generally only applied to such cases, unless the text of some abilities or equipment specify to exclude those cases.

Notes[edit | edit source]

  • Critical Damage only doubles damage after all calculations are resolved.
    • For example: Your  Anduin Wrynn casts  Holy Word: Salvation 1, then opponent's  Diablo attacks Anduin with 9 Attack. Holy Word: Salvation 1 reduces the damage received by that attack by 2, making the result 7. Then, as a Fighter, Diablo's result damage is doubled, making it 14. In conclusion, Anduin will take 14 damage.

Referenced cards[edit | edit source]

Characters[edit | edit source]

Level max mercenaries
Swipe left or right to see the cards.
Attumen The Huntsman
30
At the end of each turn, mark a random enemy. They take Critical Damage until the end of next turn.
Deadly Fork
3
2
30
Mercs take Critical Damage until they act.
Dragon Golem
10
150
30
Whenever this is Attacked, it takes Critical Damage this turn.
Moroes
30
Characters with Taunt cannot be Critically Damaged.

Abilities[edit | edit source]

Abilities
NameSpeedCooldownAttackHealthSubtype[?]TextUsed by
Apocalypse 1 6 1 Fire Choose an enemy to take Critical Damage from all Roles this turn. Deal 4 damage to them.
Arcane Rift 1 5 0 Arcane Deal 5 damage. Your next Arcane ability this turn deals Critical Damage. Lady Anacondra
Hot On The Case 1 9 0 Fire Gain +1 Attack and Attack an enemy. It takes Critical Damage after it acts next turn.
Reflex Shot 1 5 1 Fel Deal 5 damage to all enemies. If they have already acted, deal Critical Damage. Naga Commandant
Regrow Heads 1 4 1 This Merc takes Critical Damage this turn. At the end of next turn, restore 20 Health to this Merc.
Saronite Armor {0} 0 0 Holy Passive: Cannot be Critically Damaged.
Summit Campfire 1 3 0 Fire Gain +1 Frost Resistance. This turn, enemies who have acted take Critical Damage.
Void Ministration 4 1 Give all characters +10/+10. Their abilities deal Critical Damage this turn.
Abilities
Swipe left or right to see the cards.
Apocalypse 1
Arcane Rift 1
Hot On The Case 1
Reflex Shot 1
Regrow Heads 1
Saronite Armor {0}
Summit Campfire 1
Void Ministration

Equipment[edit | edit source]

Equipments
NameTierCraftTextUsed byUnlocked
Demon Guard {0} 4 175 Passive: +4 Attack. This Merc always deals Critical Damage to Demons. Kurtrus Ashfallen Task 7
Demon Guard 1 1 0 Passive: +1 Attack. This Merc always deals Critical Damage to Demons. Kurtrus Ashfallen Task 7
Demon Guard 2 2 100 Passive: +2 Attack. This Merc always deals Critical Damage to Demons. Kurtrus Ashfallen Task 7
Demon Guard 3 3 150 Passive: +3 Attack. This Merc always deals Critical Damage to Demons. Kurtrus Ashfallen Task 7
Fishy Cauldron {0} 4 175 Passive: +4 Attack. This Merc always deals Critical Damage to Murlocs. Lord Slitherspear Level 30
Fishy Cauldron 1 1 0 Passive: +1 Attack. This Merc always deals Critical Damage to Murlocs. Lord Slitherspear Level 30
Fishy Cauldron 2 2 100 Passive: +2 Attack. This Merc always deals Critical Damage to Murlocs. Lord Slitherspear Level 30
Fishy Cauldron 3 3 150 Passive: +3 Attack. This Merc always deals Critical Damage to Murlocs. Lord Slitherspear Level 30
Iridescent Necklace {0} 4 175 Scaly Taunt makes this Merc take 3 less damage and is Immune to Critical Damage this turn. Mutanus Level 30
Iridescent Necklace 2 2 0 Scaly Taunt makes this Merc take 1 less damage and is Immune to Critical Damage this turn. Mutanus Level 30
Iridescent Necklace 3 3 150 Scaly Taunt makes this Merc take 2 less damage and is Immune to Critical Damage this turn. Mutanus Level 30
Scout's Spyglass {0} 4 175 Passive: After this Merc Attacks, deal 4 damage to all enemies. (Deals Critical Damage to Pirates.) Sky Admiral Rogers Task 2
Scout's Spyglass 1 1 0 Passive: After this Merc Attacks, deal 1 damage to all enemies. (Deals Critical Damage to Pirates.) Sky Admiral Rogers Task 2
Scout's Spyglass 2 2 100 Passive: After this Merc Attacks, deal 2 damage to all enemies. (Deals Critical Damage to Pirates.) Sky Admiral Rogers Task 2
Scout's Spyglass 3 3 150 Passive: After this Merc Attacks, deal 3 damage to all enemies. (Deals Critical Damage to Pirates.) Sky Admiral Rogers Task 2
Spectral Spectacles {0} 4 175 Cursed Bullets always deals Critical Damage and gives +2 more Shadow Weakness. Lord Godfrey Task 2
Spectral Spectacles 3 3 0 Cursed Bullets always deals Critical Damage and gives +1 more Shadow Weakness. Lord Godfrey Task 2
Equipments
Swipe left or right to see the cards.
Demon Guard {0}
Demon Guard 1
Demon Guard 2
Demon Guard 3
Fishy Cauldron {0}
Fishy Cauldron 1
Fishy Cauldron 2
Fishy Cauldron 3
Iridescent Necklace {0}
Iridescent Necklace 2
Iridescent Necklace 3
Scout's Spyglass {0}
Scout's Spyglass 1
Scout's Spyglass 2
Scout's Spyglass 3
Spectral Spectacles {0}
Spectral Spectacles 3