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Deathwhisper's hero power damages your minions until they have 1 health. She begins with 90 armour over her 30 health, but you begin with Valithra Dreamwalker on your board, a 30/5 dragon that cannot attack or be attacked while she's injured.

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Deathwhisper's hero power damages your minions until they have 1 health. She begins with 90 armour over her 30 health, but you begin with Valithra Valithria Dreamwalker on your board, a 30/5 dragon that cannot attack or be attacked while she's injured.



* LoopholeAbuse: [[SubvertedTrope Subverted.]] You may think you're being clever by silencing Valithra to remove the text preventing her from attacking unless she's on full HP. However, Valithria's text prevents her from being attacked, and silencing her removes that protection.[[note]]Similar to the secret perma-stealth a summoned Mr. Bigglesworth has during the battle against Kel'Thuzad in Naxxramas that causes him to ignore Mr. Bigglesworth even if you give it Taunt.[[/note]] If you silence Valithra, she'll be able to attack ''once,'' but that text will be cleared along with the rest and Deathwhisper will immediately kill her. If you didn't do it just to deliver the final blow, you've just screwed yourself.
* WhyDontYouJustShootHim: For a death cultist, Lady Deathwhisper doesn't directly do a lot of killing, though her Hero Power makes it ridiculously easy for her minions to do so. The Lich King is exasperated that she lacks Arcane Explosion to finish off the player's minions.[[note]]This is intentional to keep her from easily killing off Valithra and making the fight effectively unwinnable.[[/note]]

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* LoopholeAbuse: [[SubvertedTrope Subverted.]] You may think you're being clever by silencing Valithra Valithria to remove the text preventing her from attacking unless she's on full HP. However, Valithria's text prevents ''also'' protects her from being attacked, and silencing her removes that protection.[[note]]Similar to the secret perma-stealth a summoned Mr. Bigglesworth has during the battle against Kel'Thuzad in Naxxramas that causes him to ignore Mr. Bigglesworth even if you give it Taunt.[[/note]] protection. If you silence Valithra, Valithria, she'll be able to attack ''once,'' but that text will be cleared along with the rest she subsequently becomes exposed to attacks and Deathwhisper will immediately kill her. If you didn't do it just to deliver the final blow, you've just screwed yourself.
* WhyDontYouJustShootHim: For a death cultist, Lady Deathwhisper doesn't directly do a lot of killing, though her Hero Power makes it ridiculously easy for her minions to do so. The Lich King is exasperated that she lacks Arcane Explosion to finish off the player's minions.[[note]]This is intentional to keep her from easily killing off Valithra Valithria and making the fight effectively unwinnable.[[/note]]

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A servant of Queen Azshara who guards the pearl. Her hero power causes her to use the power of the pearl to replace all minions on the board with minions that cost 1 more. In Heroic, only her minions cost one more; your minions retain the same cost.

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A servant of Queen Azshara who guards the pearl. Her hero power causes her to use the power of the pearl to replace all minions on the board with minions that cost 1 more. In Heroic, only her minions cost one more; your minions retain the same cost.\\
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Naz'jar reappeared in the ''Throne of the Tides'' mini-set as a 5 mana 5/5 Mage Legendary Naga that gains an effect after you cast either an Arcane, Frost, or Fire spell while she's in your hand. For Arcane, she reduces the cost of all spells in your hand by 1. For Frost, she grants 8 Armor. For Fire, she deals 5 damage to a minion and 2 to adjacent minions.


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* VariantPowerCopying: As a card, she gains an effect based on the type of spell you first cast while she's in your hand.

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* FlunkyBoss: You need to kill four of Xur'goth's demons, after which Shalja is freed and can assist you properly.




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* HoldTheLine: With ten extra health and a zero-cost hero ability that gives him four attack every turn, he'll try to tear through your minions to kill Sklibb, and then Aranna. Sklibb's ability gives any minion to either side of him Taunt, meaning that you need to keep Sklibb alive to maintain a barrier and slowly deplete Zixor's health.
* SuperPersistentPredator: Since Sklibb is his primary concern before the Outcasts show up, Zixor will attempt to attack him as soon as possible, with a pair of 0/4 mushrooms being all that stands between the sporeling and the warp stalker by the time the player intervenes.




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* BladeBelowTheShoulder: He's a dreadlord with a ''chainsaw for a hand''.
* PuzzleBoss: Due to his hero power, killing his minions - nearly all of which are demons - isn't going to do you any favors for damaging him directly. Instead, the goal is to force him to burn through his deck as fast as possible, freeing Karnuk from within it when he's drawn, and adding the increasing damage from Fatigue to your attacks to make the hits he takes more costly than what All Shall Serve can recover.




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->"''Demon hunters? Come take me on! Your doom awaits... OBLIVION!''"
The leader of the Rusted Legion, the Eredar Lord has returned with a body rebuilt using pieces of a Fel Reaver. Enlightened by his new form, he seeks to convert everyone in Outland into members of his new legion of fel-powered cyborgs.
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* PainfulRhyme: Rhymes "on" with "oblivion".
* HijackedByGanon: [[spoiler: Indirectly; though the main villain for most of the campaign, he has the position of final boss usurped from him by Illidan.]]
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Gradual Grinder has been merged to Damage Over Time, example is misuse.


* GradualGrinder: The Lich King prioritizes keeping your board as empty as possible with spells and minion trades, aiming to wear the player down over time. After all, you're the one on a timer in this fight.



* GradualGrinder: He slowly wears you down with his healing hero power.
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Everythings Better With Monkeys has been turned into a disambiguation.


* EverythingsBetterWithMonkeys: Well, technically he's an ape, but it's thematically the same, what with all the bananas.
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Illidan was originally a Legendary 6 mana 7/5 that summoned a 2/1 Flame of Azzinoth each time the player played a card. However, the card was later replaced with Xavius (who is functionally identical outside of replacing the Flames of Azzinoth with Satyrs with the same stats)?and Illidan became the basic hero of the new Demon Hunter class.

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Illidan was originally a Legendary 6 mana 7/5 that summoned a 2/1 Flame of Azzinoth each time the player played a card. However, the card was later replaced with Xavius (who is functionally identical outside of replacing the Flames of Azzinoth with Satyrs with the same stats)?and stats) and Illidan became the basic hero of the new Demon Hunter class.

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* MythologyGag: The key gimmicks of each fight are largely based on their actual boss fights from ''VideoGame/WorldOfWarcraft''.

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* MythologyGag: The key gimmicks of each fight (at least the ones that come from actual bosses) are largely based on their actual boss fights from ''VideoGame/WorldOfWarcraft''.



* PurposelyOverpowered: Simply put, the bosses would have been impossible if the Hearthstone AI wasn't [[ArtificialStupidity less than stellar]]. Their cards and hero powers are extremely powerful when compared to what is available in the core game, but are at least beatable.

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* PurposelyOverpowered: Simply put, the bosses would have been impossible if the Hearthstone AI wasn't [[ArtificialStupidity less than stellar]].stellar]] (at least [[PowerCreep when they were first released]]). Their cards and hero powers are extremely powerful when compared to what is available in the core game, but are at least beatable.



* VillainForgotToLevelGrind: An unintentional example. Considering that the adventures obviously weren't designed to account for cards released years or more after they were came out, some newer cards can make certain bosses completely useless.



Illidan was originally a Legendary 6 mana 7/5 that summoned a 2/1 Flame of Azzinoth each time the player played a card. However, the card was later replaced with Xavius and Illidan became the basic hero of the new Demon Hunter class.

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Illidan was originally a Legendary 6 mana 7/5 that summoned a 2/1 Flame of Azzinoth each time the player played a card. However, the card was later replaced with Xavius and (who is functionally identical outside of replacing the Flames of Azzinoth with Satyrs with the same stats)?and Illidan became the basic hero of the new Demon Hunter class.



* LogicalWeakness: Here's a boss that wraps your minions and sends them back to hand - this leaves them unable to fight normally on the board unless you summon a lot. But battlecries do not care for that, and neither does charge minions! Stack your deck with any of these and go straight for the big spider - you'll be outhealing or outdamaging her spiders in short order.

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* LogicalWeakness: Here's a boss that wraps your minions and sends them back to hand - this leaves them unable to fight normally on the board unless you summon a lot. But battlecries do not care for that, and neither does charge minions! Stack your deck with any of these and go straight for the big spider - you'll be outhealing or outdamaging her spiders in short order. She also logically can't send minions back to your hand if you don't have any to begin with.



* AchillesHeel: His Hero Power summons minions whenever yours die. [[LogicalWeakness Having no minions to begin with]] can render it useless



* TacticalSuicideBoss: Eruption always hits the left-most minion on your board, making it easy to just park a beefy minion there to soak the damage up.

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* TacticalSuicideBoss: Eruption always hits the left-most minion on your board, making it easy to just park a beefy or Deathrattle minion there to soak the damage up.



Many of the humans and their loyal mounts who were once soldiers in Lordaeron’s army now find their martial talents put to use in Naxxramas’s Military Quarter. Here, in service to Kel’Thuzad and the Lich King, they hone their skills far past what they could have accomplished in life. Leaders, trainers, and military coordinators—all use their talents to coordinate the Scourge into a powerful fighting force rather than a mindless horde. Many Death Knights begin their training within this quarter under the direction of its powerful lieutenants.

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Many of the humans and their loyal mounts who were once soldiers in Lordaeron’s army now find their martial talents put to use in Naxxramas’s Naxxramas' Military Quarter. Here, in service to Kel’Thuzad and the Lich King, they hone their skills far past what they could have accomplished in life. Leaders, trainers, and military coordinators—all use their talents to coordinate the Scourge into a powerful fighting force rather than a mindless horde. Many Death Knights begin their training within this quarter under the direction of its powerful lieutenants.



* AchillesHeel:
** Doomsayer and Equality are prime cards for taking out the horsemen and rendering the hero vulnerable. Like with Loatheb, playing these cards on heroic will cause Kel'Thuzad to intervene.
** On a lesser note, defeating the normal version unlocks the Deathlord card, a 3 cost 2/8 minion with taunt and a deathrattle which summons an opponent's minion from the deck onto the field. You'll want this one in your deck for heroic attempts as they themselves have no other minions than the horsemen they start out with - rendering the deathlord's negative deathrattle useless.
** The big danger of fighting the horsemen on Heroic is that they start with 6 damage per turn on the board and have a LOT of removal. You can make them look absolutely pathetic by casting Power Word: Glory [[note]]A Priest buff that costs 1 mana and causes you to gain recover 4 life every time the chosen minion attacks.[[/note]] on one of the horsemen on your first turn. Since Power Word: Glory was released after the Naxxramas adventure, Rivendare's AI isn't coded to refrain from attacking with the buffed horseman. If you can remove another horseman with something as simple as Shadow Word: Pain, then Power Word: Glory will heal you each turn for as much damage as they can deal. Even the Runeblade will run out of durability before it can do any serious damage and you can simply outlast Rivendare with relative ease.
** Though Kel’Thuzad may stop Equality, there's absolutely nothing stopping you from using the very similar Libram of Justice, as it was released years later.



* KryptoniteFactor: Doomsayer and Equality are prime cards for taking out the horsemen and rendering the hero vulnerable. [[spoiler: Like with Loatheb, playing these cards on heroic will cause Kel'Thuzad to intervene]]
** On a lesser note, defeating the normal version unlocks the Deathlord card, a 3 cost 2/8 minion with taunt and a deathrattle which summons an opponent's minion from the deck onto the field. You'll want this one in your deck for heroic attempts as they themselves have no other minions than the horsemen they start out with - rendering the deathlord's negative deathrattle useless.
** The big danger of fighting the horsemen on Heroic is that they start with 6 damage per turn on the board and have a LOT of removal. You can make them look absolutely pathetic by casting Power Word: Glory [[note]]A Priest buff that costs 1 mana and causes you to gain recover 4 life every time the chosen minion attacks.[[/note]] on one of the horsemen on your first turn. Since Power Word: Glory was released after the Naxxramas adventure, Rivendare's AI isn't coded to refrain from attacking with the buffed horseman. If you can remove another horseman with something as simple as Shadow Word: Pain, then Power Word: Glory will heal you each turn for as much damage as they can deal. Even the Runeblade will run out of durability before it can do any serious damage and you can simply outlast Rivendare with relative ease.



* PlayingWithSyringes: Has a massive syringe for a hand, and uses it for his Mutating Injection spell.



-->'''Kel[='=]Thuzad''': Sapphiron! Execute plan: [[LargeHam FREEZE THE BLOOD IN THEIR VEINS]].



-->'''Kel'Thuzad:''' "'''NOTH''' ''ing can defeat Noth!''"

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-->'''Kel'Thuzad:''' -->'''Kel'Thuzad (Before the fight with Noth the Plaguebringer):''' "'''NOTH''' ''ing can defeat Noth!''"Noth!''"\\
(After he's defeated): [[BondOneLiner I guess it was just NOTH his day!]]



The sooty stone halls of Blackrock Depths form a dim, sprawling city whose subterranean streets are filled with Dark Iron dwarves. The Dark Irons are enslaved to the will of Ragnaros the Firelord, and that’s a pretty time-consuming job. When they’re not slaving away, however, they make time for fun! Brawls in the Grim Guzzler, brawls in the Ring of Law . . . really just brawling everywhere they feel like brawling.

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The sooty stone halls of Blackrock Depths form a dim, sprawling city whose subterranean streets are filled with Dark Iron dwarves. The Dark Irons are enslaved to the will of Ragnaros the Firelord, and that’s a pretty time-consuming job. When they’re not slaving away, however, they make time for fun! Brawls in the Grim Guzzler, brawls in the Ring of Law . . . Law… really just brawling everywhere they feel like brawling.



* BadGuyBar: The Grim Guzzler in a nutshell, where there's constant [[BarBrawl Bar Brawls]] going on and eventually ''everyone'' gets dragged into them!

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* BadGuyBar: The Grim Guzzler in a nutshell, where there's constant [[BarBrawl Bar Brawls]] {{Bar Brawl}}s going on and eventually ''everyone'' gets dragged into them!



As a card, Majordomo Executus is a 9 mana 9/7 who's Deathrattle replaces your hero with Ragnaros. All tropes applying to Ragnaros should go under his own entry in the ''Summonable Heroes'' folder.

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As a card, Majordomo Executus is a 9 mana 9/7 who's Deathrattle replaces your hero with Ragnaros. All tropes applying to Ragnaros should go under his own entry in the ''Summonable ''Alternate Heroes'' folder.



* FriendlyEnemy: He seems to be under the impression that the Hero was a friend. His response to the player's emotes is apparently "Why?! Tell me why! Please, I liked you."

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* FriendlyEnemy: He seems to be under the impression that the Hero was a friend. His response to the player's emotes is apparently "Why?! Tell me why! Please, I liked you."
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[[center: [-[[Characters/HearthstoneHeroesOfWarcraft Main Page]]-] | [-[[Characters/HearthstoneHeroesOfWarcraftHeroes Heroes]] ([[Characters/HearthstoneHeroesOfWarcraftAlternateHeroes Alternate]])-] | [-[[Characters/HearthstoneHeroesOfWarcraftSecondaryCharacters Secondary Characters]]-] | [-[[Characters/HearthstoneHeroesOfWarcraftBattlegrounds Battlegrounds]]-] ]]

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[[center: [-[[Characters/HearthstoneHeroesOfWarcraft Main Page]]-] | [-[[Characters/HearthstoneHeroesOfWarcraftHeroes Heroes]] ([[Characters/HearthstoneHeroesOfWarcraftAlternateHeroes Alternate]])-] Alternate]]-] | [-[[Characters/HearthstoneHeroesOfWarcraftHeroCards Hero Cards]])-] | [-[[Characters/HearthstoneHeroesOfWarcraftSecondaryCharacters Secondary Characters]]-] | [-[[Characters/HearthstoneHeroesOfWarcraftBattlegrounds Battlegrounds]]-] ]]
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[[center: [-[[Characters/HearthstoneHeroesOfWarcraft Main Page]]-] | [-[[Characters/HearthstoneHeroesOfWarcraftHeroes Heroes]]-] | [-[[Characters/HearthstoneHeroesOfWarcraftSecondaryCharacters Secondary Characters]]-] | [-[[Characters/HearthstoneHeroesOfWarcraftBattlegrounds Battlegrounds]]-] ]]

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[[center: [-[[Characters/HearthstoneHeroesOfWarcraft Main Page]]-] | [-[[Characters/HearthstoneHeroesOfWarcraftHeroes Heroes]]-] Heroes]] ([[Characters/HearthstoneHeroesOfWarcraftAlternateHeroes Alternate]])-] | [-[[Characters/HearthstoneHeroesOfWarcraftSecondaryCharacters Secondary Characters]]-] | [-[[Characters/HearthstoneHeroesOfWarcraftBattlegrounds Battlegrounds]]-] ]]
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* CripplingOverspecialization: Executus' deck contains a whopping TEN Molten Giants (8/8 which originally cost 20, but reduce the cost by each point of damage taken). His primary strategy was to wait until you whittle him down to ten life then fill the board with giants, guaranteeing a one turn kill. However, the downside to this is that a third of his deck is unusable till the late phase of the game. And if you manage to kill him in one shot, then Ragnaros won't be able to play the giants either (Since his Max HP is 8, he won't be able to reduce the cost of the giants enough to play them). The nerf to Molten Giant at the start of Whispers of the Old Gods, which increased their cost to 25, basically turned this UpToEleven, making it almost impossible to lose to him on normal.

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* CripplingOverspecialization: Executus' deck contains a whopping TEN Molten Giants (8/8 which originally cost 20, but reduce the cost by each point of damage taken). His primary strategy was to wait until you whittle him down to ten life then fill the board with giants, guaranteeing a one turn kill. However, the downside to this is that a third of his deck is unusable till the late phase of the game. And if you manage to kill him in one shot, then Ragnaros won't be able to play the giants either (Since his Max HP is 8, he won't be able to reduce the cost of the giants enough to play them). The nerf to Molten Giant at the start of Whispers of the Old Gods, which increased their cost to 25, basically turned this UpToEleven, up to eleven, making it almost impossible to lose to him on normal.



* EvilIsPetty: His entire motivation in the adventure is that ''he's pissed because he didn't get an invite''. Taken UpToEleven once Medivh defeats him, pulling a TakingYouWithMe and potentially ruining the entire party.

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* EvilIsPetty: His entire motivation in the adventure is that ''he's pissed because he didn't get an invite''. Taken UpToEleven up a level once Medivh defeats him, pulling a TakingYouWithMe and potentially ruining the entire party.



* UnusableEnemyEquipment: [[UpToEleven Basically its entire deck]], which is completely built around the Plates summoned by its hero power.

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* UnusableEnemyEquipment: [[UpToEleven Basically its entire deck]], deck, which is completely built around the Plates summoned by its hero power.



* YouNoTakeCandle: Togwaggle speaks like this as per usual, but takes it UpToEleven for the aforementioned gag. His interrogation involves a rambling {{Metaphorgotten}} series of questions comparing dragons to big candles. It takes Askaara several turns to figure out what he's even trying to say.

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* YouNoTakeCandle: Togwaggle speaks like this as per usual, but takes exaggerates it UpToEleven for the aforementioned gag. His interrogation involves a rambling {{Metaphorgotten}} series of questions comparing dragons to big candles. It takes Askaara several turns to figure out what he's even trying to say.
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Direct link.


* TheNecromancer: His hero power is the first passive hero power to grace Naxxramas; every time one of your minions die, it will summon a [[CannonFodder 1/1]] skeleton, which is bumped up to a [[SurprisinglyEliteCannonFodder 5/5]] on heroic.

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* TheNecromancer: {{Necromancer}}: His hero power is the first passive hero power to grace Naxxramas; every time one of your minions die, it will summon a [[CannonFodder 1/1]] skeleton, which is bumped up to a [[SurprisinglyEliteCannonFodder 5/5]] on heroic.
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** Adding onto this, ever since Wailing Caverns came out, Shaman can do a very similar trick with Perpetual Flame (a 1 mana spell that deals 3 damage to a random enemy minion and Overloads 1, recasting itself if it kills the minion it damages).
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Disambiguating; deleting and renaming wicks as appropriate. Moved to discussion


* InstantAwesomeJustAddDragons: He runs a dragon-centric deck. His Heroic deck is more about [[TheBeastmaster Beasts]] than Dragons, but he still has a few.
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* AchievementsInIgnorance: If [=YouTube=] comments are to be believed, some players just kept conceding retrying until they succeeded in beating Skruk as Chromie, not knowing that the FissionMailed trope awaited them (see below).

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* AchievementsInIgnorance: If [=YouTube=] comments are to be believed, some players just kept conceding and retrying until they succeeded in beating Skruk as Chromie, not knowing that the FissionMailed trope awaited them (see below).

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A ferocious Gronn released by Lazul to wreak havoc on the Dragonflights' ranks, and Chromie has taken on the duty of ending his rampage. Skruk's hero power, Gronnic Strength, is auto-cast for free (1 mana on Heroic) and gives ''all'' of his minions +1/+1, wherever they are.

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A ferocious Gronn gronn released by Lazul to wreak havoc on the Dragonflights' ranks, and Chromie has taken on the duty of ending his rampage. Skruk's hero power, Gronnic Strength, is auto-cast for free (1 mana on Heroic) and gives ''all'' of his minions +1/+1, wherever they are.


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* AchievementsInIgnorance: If [=YouTube=] comments are to be believed, some players just kept conceding retrying until they succeeded in beating Skruk as Chromie, not knowing that the FissionMailed trope awaited them (see below).
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* TheArtifact: Coren had a Succubus in his deck, in reference to Mistress Nagmara, the Grim Guzzler's barmaid. He even had unique dialogue when summoning her. Now that Succubus has been replaced with Felstalker, the reference is lost entirely and he doesn't say the quote anymore.


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* TheArtifact: When playing Xavius, Grimstone still ues the same dialogue from when the card was Illidan Stormrage.
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* TheComicallySerious: His entire personality, basically. He has a perpetual air of menace to him and a very deep voice, and all things considered he'd be a pretty creepy villain if he wasn't constantly talking about how great he is at ''Hearthstone''. WordOfGod is that the original draft for him was a much more straightforward, LaughablyEvil villain, but they felt it wasn't in the spirit of the character, so they took to this trope to strike a balance between serious and silly.

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* TheComicallySerious: His entire personality, basically. He has a perpetual air of menace to him and a very deep voice, and all things considered he'd be a pretty creepy scary villain if he wasn't constantly talking about how great he is at ''Hearthstone''. WordOfGod is that the original draft for him was a much more straightforward, LaughablyEvil villain, but they felt it wasn't in the spirit of the character, so they took to this trope to strike a balance between serious and silly.
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* EvilIsNotAToy: Subverted. Rafaam unleashes an apocalyptically powerful SealedEvilInACan who turns on him... only for Rafaam to prove that he's ''more'' than a match for Galakrond.

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Burgrak's Hero Power is Grease Monkey, which gives both players a Spare Part when a mech dies. Unlike other bosses, Burgrak has a special condition you need to fulfill instead of defeating him, in this case you need to play 12 Spare Parts in order to fix and steal his Demolisher.
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* PuzzleBoss: Instead of defeating him, you need to scrap his mechs and play 12 Spare Parts in order to win this encounter.
* WhyDidItHaveToBeSnakes: If you play Burrowing Scorpid, he screams that you should get it away from him.




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After succeeding in stealing Burgrak's Demolisher, the Outcasts travel across Outland in order to get to the Black Temple. Unfortunately, a Felstorm starts up, with members of the Rusted Legion falling out of it. Fortunately, the Demolisher has quite a few ways of dealing with it, like frying them with the exhaust, repairing itself, and shooting the cannons, which deals damage to one enemy and takes control of another.
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* ItsRainingMen: How the minions spawn.
* HoldTheLine: You need to survive 10 turns in order to escape the Felstorm.
* SuspiciouslySimilarSubstitute: Very similar to the Mine Cart Rush from the League of Explorers adventure, with the player running from a swarm of minions using exclusive cards.

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-> "''This should be easy, right?''"
An Imp modified by the Rusted Legion that the Outcasts encounter while on the way to Mecha-Jaraxxus. His Hero Power is Unlikely Challenger, summoning a 1/1 Worthless Imp. [[spoiler: After four turns, Flikk gets SquashedFlat by a Rusted Fel Reaver, who is your real opponent. It's Hero Power is Hulking Monstrosity, which passively gives it's minions +2 attack, with Fel Reavers getting '''+10''' instead.]]



* BaitAndSwitchBoss: [[spoiler: After four turns battling Flikk and his band of Imps, Flikk gets offed by a Rusted Fel Reaver.]]




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* WeHardlyKnewYe: [[spoiler: Flikk gets only two lines of dialogue before getting fatally SquashedFlat.]]

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* AchillesHeel: You'll want Acidic Swamp Oozes in your deck for this guy, trust us.

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* AchillesHeel: You'll want Acidic Swamp Oozes in your deck for this guy, trust us.[[note]]Or even better, a Kobold Stickyfinger or two to steal his Runeblade and swing it at ''his'' face.[[/note]]



* OutsideTheBoxTactic: Rivendare's immunity is granted by an ability on the other three Horsemen. Silencing all of them (with, say, Mass Dispel) will make him vulnerable without having to deal with the other Horsemen first.



* AchillesHeel: Patchwerk has multiple weaknesses because of his straightforward nature. Taunts are a good way to buy time if you can field enough of them, and the freezing mechanic will completely[[note]]Outside of his hero power[[/note]] shut him down for a turn. Surprisingly, Acidic Slime Ooze is not an effective counter since Hook's deathrattle is to put another copy into his hand- since it's 3 mana the only way this will slow him is if you coin into your ooze on turn 1. However, Kobold Stickyfinger is a ''very'' effective counter, leaving Patchwerk completely defenseless as you casually beat him to death with his own weapon.

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* AchillesHeel: Patchwerk has multiple weaknesses because of his straightforward nature. Taunts are a good way to buy time if you can field enough of them, and the freezing mechanic will completely[[note]]Outside of his hero power[[/note]] shut him down for a turn. Surprisingly, Acidic Slime Swamp Ooze is not an effective counter since Hook's deathrattle is to put another copy into his hand- since it's 3 mana the only way this will slow him is if you coin into your ooze on turn 1. However, Kobold Stickyfinger is a ''very'' effective counter, leaving Patchwerk completely defenseless as you casually beat him to death with his own weapon.



* AchillesHeel: Back before Echo copies were nerfed to cost a minimum of 1 mana, Sound the Bells![[note]]2-mana Paladin spell with Echo that gives a minion +1/+2[[/note]] became an easy one-turn-kill once Electron hit the board by letting you give a minion arbitrarily high Attack, ideally when paired with a Charge minion.



* MagikarpPower: '''Dragonteeth''' can get out of control if a player doesn't do something about it, and it highly limits how many cards they can play per turn.

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* MagikarpPower: '''Dragonteeth''' can get out of control if a player doesn't do something about it, and it highly limits how many cards they can play per turn. You get a lifeline on Normal, but on Heroic, you'll want to bring some Oozes.



* RushBoss: Zinaar's massive card draw (and ramping on Heroic) allow him to easily put out tons of pressure, but it also means he runs out of cards very easily. If you can weather his onslaught ([[TacticalSuicideBoss with or without the help of his wishes]]), he'll quickly run out of steam.
* UnwantedAssistance: Sure, his wishes can definitely be helpful and are easily abusable with spell synergy, but unless the wishes give you things you can actually play, they're also going to clog your hand quite a bit if you didn't bring a lot of cheap cards.



* BigCreepyCrawlies: You get attacked by a pair of Giant Insects at one point.

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* BigCreepyCrawlies: You get attacked by a pair of Giant Insects at one point.near the exit.



* SchmuckBait: The event prior to the CollapsingCeilingBoss above. No matter what you do, it summons a 10/10 to the field.

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* SchmuckBait: SchmuckBait:
**
The event prior to the CollapsingCeilingBoss above. No matter what you do, it summons a 10/10 to the field.
** Near the end, you can choose whether or not to take a shortcut (with Elise trying her best to convince you not to). If you do, you reach the exit one turn sooner... but you also have to deal with a 7/7 War Golem.



* NighInvulnerable[=/=]TacticalSuicideBoss: During the final battle with him, Rafaam is Immune and only drops his shield every 3 turns to summon a very powerful minion.

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* NighInvulnerable[=/=]TacticalSuicideBoss: NighInvulnerable: During the final battle with him, Rafaam is Immune and only drops his shield every 3 turns to summon a very powerful minion.

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** '''[[TheLastOfTheseIsNotLikeTheOthers Bronze]]''': Whine in a hand, this reduces the cost of Chromaggus's minions by one. On Heroic, the cost of minions is instead reduced by three.

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** '''[[TheLastOfTheseIsNotLikeTheOthers Bronze]]''': '''Bronze''': Whine in a hand, this reduces the cost of Chromaggus's minions by one. On Heroic, the cost of minions is instead reduced by three.



* TheLastOfTheseIsNotLikeTheOthers: Being a free adventure, Icecrown doesn't reward the player specific cards for beating each boss, and the PowerCopying trope of the previous adventures doesn't apply. Nearly all the bosses in this adventure can be obtained as legendary cards from the ''Knights of the Frozen Throne'' expansion. It also lacks a Heroic difficulty.
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Will do the rest later.

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* UnusableEnemyEquipment: A few. Rusted Voidwalker, Deteriorate, Rusted Basilisk, Rusted Gan'arg, Endless Legion, Rusted Fungal Giant, Rustedsworn Champion, and a few old classics like Looming Presence.

!!A World In Ruin
!!Inquisitor Dakrel
A demonic inquisitor looking to spread the word of the Rusted Legion. His hero power is Spread the Word, which destroys a Deathrattle minion and triggers its Deathrattle an additional two times.\\
\\
Dakrel's card equivalent is Disguised Wanderer, a 4 mana 3/3 that becomes a 9/1 Rustsworn Inquisitor on death.
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!!Xur'goth
A darkglare whose attacking a lone naga, which Aranna arrives just in time to stop. Her 1 mana hero power is Rusted Gaze, which corrupts a random card in her opponent's hand, discarding it if it isn't played next turn.\\
\\
Her card equivalent is Darkglare, a 3/4 Warlock minion for 3 mana that refreshes 2 Mana Crystals whenever the Warlock takes damage.
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!!Zixor, Apex Predator
A powerful warp stalker whose hunting a sporeling. Aranna and Shalja intervene. His 0 mana hero power, Ravenous Omnivore, grants Zixor +4 attack for 0 mana.\\
\\
As a collectible card, Zixor is a 2/4 Hunter Legendary with Rush. On death he shuffles Zixor Prime into your deck, which is an 8 mana 4/4 that summons three copies of itself.
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!!Baltharak
A dreadlord whose in the process of "enhancing" the orc Karnuk. His hero power is All Shall Serve, which restores 10 health to him and draws a card whenever a demon dies.
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!!To the Black Temple
!!Kanrethad Prime
Kanrethad Ebonlocke is a human warlock who came to the Black Temple, seeking to learn the secrets of the demon hunters and their ability to become demons. Now upgraded by the Rusted Legion, he stands between Aranna and the Black Temple. His 10 mana hero power, Rebuilt from Scrap, summons three friendly demons that died that game but destroys 4 Mana Crystals.
\\
As a collectible card, Kanrethad Ebonlocke is a 2 mana 3/2 Warlock Legendary that reduces the cost of your Demons by 1. Kanrethad Prime is an 8 mana 7/6 Demon that summons four friendly Demons that died this game.
----
* MythologyGag: He's the lore reason Warlocks were able to use Metamorphosis until Legion (when it became a Demon Hunter core ability). It makes sense that he uses the Warlock version of Metamorphosis as his Prime.
* OneWingedAngel: Like Solarian, his Prime form has him become a demon. Unlike Solarian, he still has cybernetic parts on his body even in that form.

!!Burgrak Cruelchain

!!Felstorm Run

!!Mother Shahraz

!!To be a Demon Hunter
!!Shalja, Outcast

!!Karnuk, Outcast

!!Jek'haz

!!Magtheridon Prime
A pit lord who conquered Outland some time between the second and third war. He was the master of the Black Temple until Illidan and his forces disposed of him. Illidan then trapped him in Hellfire Citadel, using his blood to fuel his fel orc soldiers. He was then rebuilt by the Rusted Legion, and is now seeking to reclaim his throne. Magtheridon Prime's hero power is From My Oil Comes Rust, which passively summons a 2/2 Fel Orc whenever he takes damage on his turn. Rusted Fel Orcs give all other Fel Orcs +1 Attack after attacking.\\
\\
Magtheridon also appears in his non-Prime form as the third Challenge boss. His hero power is Blast Nova, which summons a Manticron Cube. If he has three Manticron Cubes, he deals 10 damage to the enemy hero. Manticron Cubes are 3/5 minions that can't attack and deal 3 damage to Magtheridon on death.\\
\\
Magtheridon is also a collectible card. He is a 4 mana 12/12 neutral Legendary that begins Dormant, and summons three 1/3 Hellfire Warders for the opponent. Once all three Warders are killed, Magtheridon awakens and destroys all other minions.
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!!Battle for Outland
!!Gok'amok

!!Flikk
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* OneSteveLimit: Flikk shares his name with Flik Skyshiv, a Rogue legendary from ''Descent of Dragons''.

!!Baduu Prime

!!Mecha-Jaraxxus

!!The Final Test
!!Illidan Stormrage

!!Challenges
A series of seven boss fights. This portion is non-narrative, and players must construct their own deck. Beating it awards a [[BraggingRightsReward Golden Kael'thas Sunstrider]].
!!The Big and the Bad
!!Doom Lord Kazak
A battle-hardened doomlord and high-ranking commander of the Burning Legion. Kazzak's passive hero power, Twisted Reflection, restores 5 health to himself whenever an enemy minion dies.
----
* GradualGrinder: He slowly wears you down with his healing hero power.
* FieldPromotion: This is the reason he gives for his ConstantlyChangingName in [=WoW=].
-->'''Kazzak:''' Lord Kazzak was getting stale. I think "Doom Lord" adds a bit of... flair.
* MythologyGag: If you play a Paladin, he'll remark that he knows your tricks don't work anymore. This is in response to a short-lived exploit in vanilla [=WoW=] where a Paladin could infinitely stack Reckoning (stacked on hit and caused your next auto-attack to strike an extra time) by dueling a low level player for hours then one-shot a boss. This was used on the original Lord Kazzak in the now infamous "Reckoning bomb" video.

!!Gruul the Dragonkiller
The lord of the Gronn, and one of the few mortal beings who could challenge Deathwing. He's known as the Dragonkiller for good reason, after all. Gruul's hero power is Shatter, which deals 3 damage randomly split among all enemies.\\
\\
Gruul is also a collectible card from the Classic set. He's an 8 mana 7/7 that gains +1/+1 at the start of every turn.
----
* ContinuityNod:
** One of his idle quotes has him wish he was there to kill the "big, BIG dragon", referencing Galakrond.
** If you play Deathwing, Gruul will challenge him to a rematch.
* CripplingOverspecialization: His special Slayer of the Mighty spell, which deals 4 damage and has Lifesteal, but deals triple damage to a Dragon. As you might imagine, all you have to do to avoid the benefit is not play a Dragon deck into Gruul. Then again, it's not ''that'' crippling considering it's still 2 mana for an 8 health swing.
* YouDontLookLikeYou: Parodied if you play Gruul's card version. It reuses TCG art of a purple gronn, and the real Gruul is red.
-->'''Gruul''': Purple Gruul… not Gruul! I am Gruul!

!!Supremus

!!Teron Gorefiend
Once an orcish warlock of the Shadow Council named Teron'gor, Teron was slain in battle and had his soul bound to a fallen human soldier, becoming the first Death Knight.\\
\\
As a collectible card, Teron Gorefiend is a 3 mana 3/4 neutral Legendary that destroys all your other minions. On death, he resummons them all with +1/+1.
----
* HoistByHisOwnPetard: Stealing Teron Gorefiend and killing him off is one of the most devastating things you can do, particularly with [[PsychicAsssistedSuicide Shadow Madness]]. This not only has Teron kill off the entire opponent's board, but it resummons them all on your side with +1/+1.

!!The Slithery and the Surly
!!Lady Vashj

!!Kael'thas Sunstrider

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Kel'Thuzad also appears as a collectible Legendary minion with 6/8 stats and a mana cost of 8. As long as he's in play, all of the player's minions that die are revived at the end of the turn.

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Kel'Thuzad also appears as a collectible Legendary minion with 6/8 stats and a mana cost of 8. As long as he's in play, all of the player's minions that die are revived at the end of the turn.\\
\\
Kel'Thuzad is also an alternate Mage hero. Information on his general personality can be found in the [[Characters/HearthstoneHeroesOfWarcraftHeroes Heroes]] section.



* DenserAndWackier: ''Far'' goofier than his canon counterpart.



* FauxAffablyEvil: In some moments, he comes off as having a facade of smugness - it's all very clear that it is just a facade.

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As a card, Illidan is a Legendary 6 mana 7/5 that summons a 2/1 Flame of Azzinoth each time the player plays a card.

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As a card, Illidan is was originally a Legendary 6 mana 7/5 that summons summoned a 2/1 Flame of Azzinoth each time the player plays played a card.card. However, the card was later replaced with Xavius and Illidan became the basic hero of the new Demon Hunter class.


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[[folder:Trial by Felfire]]
!!!General
* TheNarrator: Illidan narrates the story.
* RagtagBunchOfMisfits: The first chapter is about Aranna assembling a team of these. These are the naga Shal'ja, the sporeling Sklibb, the orc Karnuk, and the broken Baduu. All except Baduu eventually become demon hunters.
* RhymesOnADime: The story dips in and out of rhyming, usually rhyming during plot scenes and using regular dialogue for everything else. Rhyming parts are differentiated with italicized text. Aranna, Illidan, the outcasts, and even ''Mecha-Jaraxxus'' all engage in this.
[[/folder]]
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Dewicking per TRS decision.


* BiTheWay: Accuses the player of flirting with her and laments how well you were getting along with her when defeated regardless of Hero gender.

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A bit of condensation and removal of a rather... awkward description of what the strategy does.


** The big danger of fighting the horsemen on Heroic is that they start with 6 damage per turn on the board and have a LOT of removal. You can effectively ''emasculate'' their damage by the simple process of casting Power Word: Glory (a Priest buff that costs 1 mana and causes you to gain recover 4 life every time the chosen minion attacks) on one of the horsemen on your first turn. Since Power Word: Glory was released after the Naxxramas adventure, Rivendare's AI isn't coded to refrain from attacking with the buffed horseman, and if you can remove another horseman with something as simple as Shadow Word: Pain then Power Word: Glory will heal you each turn for as much damage as they can deal. Even the Runeblade will run out of durability before it can do any serious damage and you can simply outlast Rivendare with relative ease.

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** The big danger of fighting the horsemen on Heroic is that they start with 6 damage per turn on the board and have a LOT of removal. You can effectively ''emasculate'' their damage make them look absolutely pathetic by the simple process of casting Power Word: Glory (a [[note]]A Priest buff that costs 1 mana and causes you to gain recover 4 life every time the chosen minion attacks) attacks.[[/note]] on one of the horsemen on your first turn. Since Power Word: Glory was released after the Naxxramas adventure, Rivendare's AI isn't coded to refrain from attacking with the buffed horseman, and if horseman. If you can remove another horseman with something as simple as Shadow Word: Pain Pain, then Power Word: Glory will heal you each turn for as much damage as they can deal. Even the Runeblade will run out of durability before it can do any serious damage and you can simply outlast Rivendare with relative ease.
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* PurposefullyOverpowered: Once the ritual is complete, you resurrect Galakrond. He is represented by a '''5/300''' minion with Mega-Windfury and a cleave effect. He will obliterate anything in his path. Anduin and Sylvanas have pretty ridiculous hero powers that summon 5 minions from their deck for free, and grant them +3 Health and Taunt or +3 Attack and Rush respectively. Both are no threat to Galakrond... unless he is silenced, hexed, polymorphed, executed or hit by a poisonous minion. However, given the decks Anduin and Sylvanas have, it is highly unlikely.

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* PurposefullyOverpowered: Once the ritual is complete, you resurrect Galakrond. He is represented by a '''5/300''' minion with Mega-Windfury and a cleave effect. He will obliterate anything in his path. Anduin and Sylvanas have pretty ridiculous hero powers that summon 5 minions from their deck for free, and grant them +3 Health and Taunt or +3 Attack and Rush respectively. Both are no threat to Galakrond... unless he is silenced, hexed, polymorphed, executed executed, frozen and shattered, sapped or hit by a poisonous minion. However, given the decks Anduin and Sylvanas have, it is highly unlikely. Even if that happens, Galakrond would just refresh himself the next phase.




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*YouCantThwartStageOne: If you manage to [[https://www.youtube.com/watch?v=cHZupEW2s9I kill Rafaam before he summons Galakrond]], he's going to ignore that by turning immune on the last hit before summoning Galakrond anyway. The same thing will also happen even if you manage to replace his Hero Power before killing him.
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This needs to be explicit in-universe. Otherwise it's YMMV.


* TakeThatScrappy: Not a fan of TheAlliance and/or TheHorde, especially after the events of ''Battle for Azeroth''? Galakrond can take care of that little issue...

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* LuckBasedMission: Reno can easily prove to be this even on normal, particularly if he manages to play Lei Flamepaw or his Medivh cards early (and/or gets particularly good rolls on his random spells.)
* PurposefullyOverpowered: Once the ritual is complete, you resurrect Galakrond. He is represented by a 5/300 minion with Mega-Windfury and a cleave effect. He will obliterate anything in his path. Anduin and Sylvanas have pretty ridiculous hero powers that summon 5 minions from their deck for free, and grant them +3 Health and Taunt or +3 Attack and Rush respectively. Both are no threat to Galakrond.

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* LuckBasedMission: Reno can easily prove to be this even on normal, normal; particularly if he manages to play Lei Flamepaw or Flamepaw, his Medivh cards early (and/or and/or gets particularly good rolls on his random spells.)
spells. Unlucky players have complained that they lasted only '''one''' turn against him.
* PurposefullyOverpowered: Once the ritual is complete, you resurrect Galakrond. He is represented by a 5/300 '''5/300''' minion with Mega-Windfury and a cleave effect. He will obliterate anything in his path. Anduin and Sylvanas have pretty ridiculous hero powers that summon 5 minions from their deck for free, and grant them +3 Health and Taunt or +3 Attack and Rush respectively. Both are no threat to Galakrond.Galakrond... unless he is silenced, hexed, polymorphed, executed or hit by a poisonous minion. However, given the decks Anduin and Sylvanas have, it is highly unlikely.
*TakeThatScrappy: Not a fan of TheAlliance and/or TheHorde, especially after the events of ''Battle for Azeroth''? Galakrond can take care of that little issue...

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