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Characters / Hearthstone Heroes Of Warcraft Monster Hunt Bosses

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Bosses | Dungeon Run | Monster Hunt | Rumble Run | Dalaran Heist | Tombs of Terror

Bosses found in the Monster Hunt adventure.

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General Tropes

  • Unusable Enemy Equipment: Witchwood's Touch, the obligatory "draw cards and gain armor" boss spell. Depending on how late you encounter an enemy that uses this card, it will draw 1 to 3 cards and gain 6-10 armor. Furthermore, as a neutral spell, it cannot be scavenged by Tess's hero power.
  • Victor Gains Loser's Powers: Some bosses' signature abilities can become available as spells if you have to pick a treasure after beating them, like the Scarecrow's Scythe, or the Chupacabran's Vampiric Fangs.

    Level One 

  • Warm-Up Boss: These bosses were designed to be easy, in order for the player to get invested in their deck.

Gobbles

Every dying beast makes this dreaded carrion bird stronger.


A vulture that inhabits the Witchwood. Gobbles's passive hero power draws one card each time a friendly Beast dies.


  • Blessed with Suck: Its Hero Power would be amazing... if its deck had more than 10 cards. Repeatedly killing its minions can easily cause it to go into fatigue and lose from there.

A Mangy Wolf

Unearthly howls drive the wildlife mad.


A presumably normal wolf corrupted by the Witchwood's magic. Its 1-mana hero power gives a random minion in its hand +1/+1.


  • Boss in Mook Clothing: Even Gobbles, a random vulture, gets a name while this wolf doesn't.
  • Savage Wolves: Well, it lives in the Witchwood and is trying to kill you like everything else there, so...

Rottooth

Incorporeal or not, those claws hurt!


A ghostly bear that prowls the woods. Its hero power costs 2 mana and gives it +2 attack for the turn. Its card counterpart is Witchwood Grizzly, a 5-mana Taunt that starts at 3/12, but has a Battlecry that lowers its health by 1 for each card in the opponent's hand.


    Levels Two and Three 

Cultist S'thara

A silver tongue to accompany her silver daggers.


Her passive Hero Power, Poisoned Drink, damages a player whenever they draw a card.


  • Hoist by His Own Petard: S'thara takes damage from her Hero Power as well. She can and will kill herself if on 1 HP when her turn starts.
  • Rush Boss: With both players taking a minimum of 1 damage per turn, the fight will be over very quickly one way or another.

Cutthroat Willie

WANTED: For doing exactly what his name suggests.


An undead pirate whose 2-mana Hero Power, Shank, deals 1 damage to a minion and draws a card. His card counterpart is Cutthroat Buccaneer, a 3-mana 2/4 Rogue minion whose Combo effect gives your weapon +1 attack.


  • Easter Egg: Has special dialogue if you're playing as the Tracker.
  • Zerg Rush: His deck is loaded with cheap minions, and he'll happily spam them out while using his hero power to refuel.

Doctor Sezavo

It’s good to give blood. But not to him. He’s not a real doctor.


A troll Plague Doctor of questionable morals and ethics. Sezavo's hero power, Hollow Needle, costs 2 mana and deals 1 damage to a minion; if it dies, he restores 3 health.


Gnarlroot

Gnarled, twisting roots, springing to life.


Its Hero Power, Splinter, costs 1 mana, and summons a 2/2 Treant at the cost of 2 health.


Gravekeeper Damph

The rattle of bones remain a comfort to him.


A ghostly gravedigger. His 3-mana Hero Power, Grave Mistake, causes all Deathrattles on the board to trigger twice.


  • Suspiciously Similar Substitute: To Spiritspeaker Azun from the Dungeon Run, as they both have hero powers that cause Deathrattles to trigger twice and build their decks around that.

Griselda

Watch those lips, she'll kiss just about anything.


A mage who has been hexed by Hagatha. Her 2-mana Hero Power, Witch's Kiss, turns a random minion into a 0/1 Frog. Her card counterpart is Witch's Apprentice, a 1-mana 0/1 minion that adds a random spell to your hand when it's played.


Grubb the Swampdrinker

An iron gut, and quite the throwing arm.


A giant two-headed ettin. His 1-mana Hero Power, Chuck, destroys a friendly minion and deals its damage to your Hero. His card counterpart is Furious Ettin, a 7-mana 5/9 with Taunt.


  • Grievous Harm with a Body: His hero power lets him do this with his own minions. Defeating him lets you draft Chuck, a 6-mana spell that lets you do the same with every minion in your hand.
  • Stone Wall: He has plenty of ways to gain armor.
  • Unskilled, but Strong: Strong enough to throw his own minions at you.

The Mute

. . .


The above is this opponent's actual in-game description. Her Hero Power, also named "...", costs 1 mana and silences a minion.


  • Anti-Magic: The Mute hands out Silences like there's no tomorrow, so buffs and minion abilities are of little use.
  • Mouth Stitched Shut
  • The Speechless: All her vocalizations are muffled, barring her shushing noises whenever she uses her Hero Power.
  • Visible Silence: Her description, and the name of her hero power.

Niira the Trickster

She plays with wee critters... until they're big critters.


A trickster sprite. Her 1-mana Hero Power, Unstable Growth, gives all minions +1/+1.


  • Creepy Child: Has the demeanor of one. She wants to "play" with you.
  • The Fair Folk: As a sprite, she's the closest thing to this in the Warcraft universe.
  • Unstable Equilibrium: If you fall behind on board presence, she'll happily buff her minions with her hero power and make it harder to come back; on the other hand, maintaining a strong board means the hero power will harm her more than it helps.

Ravencaller Cozzlewurt

The feathered fiends of Gilneas flock to his sinister call.


A seemingly crazed goblin that befriended the ravens of Gilneas, his 1-mana hero power adds a random 1-cost minion to his hand. Cozzlewurt's card counterpart is Ravencaller, a 3-mana 2/1 whose Battlecry adds 2 1-cost minions to his owner's hand.


  • Added Alliterative Appeal: Demonstrated by his in-game description.
  • Crazy Cat Lady: Well, "crazy bird goblin", in any case.
  • Feathered Fiend: A good chunk of his deck consists of these, such as Enchanted Raven, Raven Familiar, and Angry Chicken.
  • Shout-Out: His death quote is, of course, "Never... more!"
  • What the Hell, Hero?: He loves his birds, and if you end up killing them, he has a few choice words for your hero:
    What did they ever do to you?!
    Why!? They're just birds!
    You... you monster!

Sazzmi Gentlehorn

This satyr has a tendency to attract more than just rats.


Her 1-mana Hero Power lets her take control of all enemy minions with 1 or less attack. Her card counterpart is Witchwood Piper, a 4 mana 3/3 whose Battlecry draws the lowest cost minion from your deck.


  • Ascended Meme: Hagatha's introduction to her is the famed "Stay a while and listen" from Diablo.
  • Mind-Control Music: She steals your minions with her music. If you beat her, you get to draft Enchanting Tune, a 4-mana spell that steals all of the opponent's minions and sets them to 1/1.

Wharrgarbl

The Witchwood's curse has not been kind to the local Murlocs.


A murloc, warped by the curse. It plays a deck centered around the Unite the Murlocs quest. Its Hero Power, It's Raining Fin, draws 3 Murlocs for 2 mana.


The Whisperer

Do you hear the echoes of his whispers?


A spectre whose passive hero power gives all spells Echo. His card counterpart is Mistwraith, a 4 mana 3/5 Rogue minion that gains +1/+1 each time you play a card with Echo.


  • Hoist by His Own Petard: Works both ways in this fight. On the one hand, giving the player's spells Echo can backfire spectacularly (and hilariously) on him depending on what the player has; however, he also packs minions that benefit from the player casting spells, like Troggzor the Earthinator, to try and offset this.
  • Luck-Based Mission: It's a fairly straightforward fight, unless he manages to have both a Radiant Elemental on the board and a Divine Strength in his hand, in which case you're suddenly dealing with a 2 mana 26/51, and if you're really unlucky, he'll do it on turn 2. Hope you brought some hard removal!
  • Weaksauce Weakness: If Tess Greymane uses her hero power before any class spells have been played, she gets a 0-mana Small Rock that deals 1 damage. Doesn't do much on its own, but thanks to The Whisperer's hero power, it can be used to kill him as early as turn 2 by pelting him repeatedly with rocks.

    Levels Four and Five 

Baran the Blind

Poor vision doesn't matter with strength like his.


Baran's Hero Power, Bulldoze, expends all his armor to deal that much damage to a random minion.


Blood Witch Greta

Magic is powerful in her grove... but it comes at a cost.


A gnomish witch in Hagatha's coven. Her passive Hero Power is Blood Red Apple, which causes all spells to cost Health instead of Mana. Her card counterpart is Blood Witch, a 4 mana 3/6 Warlock minion that deals 1 damage to you at the start of your turn.


  • Blood Magic: All spells are this. To drive the point home, she gives the same effect as the Blood Magic Tavern Brawl.
  • Cast From Hitpoints: All spells are this in her grove.
  • Forbidden Fruit: Her dialogue and the name of her Hero Power indicates her magic comes from the apples she grows.
  • Power at a Price: You can cast many spells each turn for no mana... but can you take the punishment?

Brushwood Centurion

This once-stalwart defender of the woods now sows chaos.


Its 3-mana Hero Power causes all minions on the field to attack random enemy minions. Its counterpart is Bewitched Guardian, a 5 mana 4/1 with Taunt for Druid that gains +1 health for each card in your hand.


  • Leeroy Jenkins: His hero power causes minions to do battle with random opposing minions, regardless of whether or not they'd survive.
  • Unusable Enemy Equipment: Hack, a 3-mana spell that hits a minion five times for 1 damage each.

Chupacabran

It used to feed on local livestock. Now it hungers for more.


Its 1-mana Hero Power is Bloodthirst, which gives a minion Lifesteal. Its card counterpart is Vicious Scalehide, a 2 mana 1/3 Beast with Rush and Lifesteal.


  • Chupacabra: A fairly obvious Expy of the creature.
  • Vampiric Draining: Gives this to its minions. It also has the unique card Vampiric Fangs, a 3 mana spell that destroys an enemy minion and heals the caster for the destroyed minion's health, which can be drafted after defeating it.

Crooked Pete

The locals report that Pete is up to no good again.


A dirty thief from Gilneas. His hero power, Soot Up, gives a minion Stealth for one turn. Once he's been damaged enough, he transforms into Beastly Pete, a Worgen with a new hero power - Beast Within, giving his minions +1 Attack.


  • Blatant Lies: He tries to pass whatever he's doing as perfectly legal despite his artwork showing him sneaking into a chimney. All pretenses are dropped once he changes form.
  • One-Winged Angel: Beastly Pete.
  • This Means War!: His attitude when he goes Worgen.
  • Turns Red: Once he goes down to half health, he turns into Beastly Pete and gets a much more offense-oriented hero power.

Garrow, the Rancorous

Missing? Dead? He'll still collect.


His 1-mana Hero Power deals 1 damage to the player for each minion they control.


Grum

Grum likes to smash. He also likes to bash. And crash.


Grum's Hero Power, Terrify, shuffles a minion into its owner's deck, though it will cost 4 mana less when it's drawn again. Its card equivalent is Mossy Horror, a 6 mana 2/7 that destroys all minions with 2 or less Attack.


Inquisitor Hav'nixx

A mind is a terrible thing to waste. It's far too delicious.


Hav'nixx's Hero Power is Devour Soul, which costs 4 mana but halves the player's current health. Its artwork is shared with Felsoul Inquisitor, a 4 mana 1/6 Demon with Taunt and Lifesteal.


  • Time-Limit Boss: If left to his own devices, Hav'nixx will eventually whittle you down to the point where he can kill you with Shadowbomber and Mind Blast. You'll have to beat him before then.

Manhunter Ivan

Watch your step, this traitor is an expert trapper.


A former hunter, now a victim to the Witchwood's curse. His 2-mana Hero Power, Trap Preparation, puts a Secret from his deck onto the battlefield.


  • It's Personal: Shaw and Tess have some unique interactions with him. Apparently, a few of Tess' weapons from Tools of the Trade were stolen from Ivan.
  • Ripple-Effect-Proof Memory: Given how he reacts to Tokie's hero power.
  • Trap Master: As the description indicates.

Plaguemaster Rancel

Dying to his touch is terrible. Living is even worse.


Rancel's 2-mana Hero Power, Poison Flask, deals 2 damage to a minion, giving it Poisonous if it survives.


Ratcatcher Hannigul

Rats aren't always the most loyal pets.


His passive Hero Power buffs adjacent minions whenever any one dies. This works for both players. Its card form is Ratcatcher, a 3 mana 2/2 Warlock minion with Rush that destroys a friendly minion to gain its stats.


  • Hoist by His Own Petard: His own Hero Power can be turned against him with an aggressive playstyle.
  • Zerg Rush: Floods the board with minions to ensure the most of his Hero Power, including ones that spawn more minions when they die.

The Scarecrow

His enchanted scythe drinks deep from every harvest.


A monstrous scarecrow. His Hero Power is Harvest, which destroys a friendly minion and restores 8 health. He begins the game with a Scythe equipped. The scythe is a 1/1 weapon that doesn't lose durability and gains +1 Attack each time it kills a minion.


  • Killer Robot: A scythe-wielding scarecrow mech. He also plays a mech deck, including a lot of Shredders.
  • Scary Scarecrows
  • Sinister Scythe: His scythe grows more and more powerful as the game goes on. It's also a collectible treasure if you beat The Scarecrow.

Sephira Dusktalon

Even your own magic can be twisted by these woods.


A sinister harpy. Her Hero Power is Tangled Wrath, which passively causes her to draw a spell every time the player casts a spell.


  • Weaksauce Weakness: Most of her spells rely on having a friendly minion out on the board. Run her dry of minions, flood her hand with spells, and she'll be unable to do anything.
  • Zerg Rush: Plays a very aggressive deck that floods the board with cheap minions and eggs to buff with cards like Savage Roar and Bloodlust.

Shudderwock

And 'lo in uffish thought he stood, crying "Battle" in the wood.


A strange monstrosity that stalks the Witchwood, with jaws that bite and claws that catch. Its passive hero power causes all Battlecries to trigger twice. As a card, Shudderwock is a 9 mana 6/6 Shaman legendary whose Battlecry copies all other Battlecries you played that game. A toy-ified version, named "Shudderblock," was added as another Shaman legendary in Whizbang's Workshop. It's a 6 mana 5/5 with Miniaturize that causes your next Battlecry to trigger 3 times; it can't damage the enemy hero.note 


  • All Your Powers Combined: Its card repeats every previous Battlecry.
  • Eldritch Abomination: Whatever this thing is, it defies almost all physical and magical understanding.
  • Exact Words:
    • The original Shudderwock copies Battlecries to their exact text - if a Battlecry says it creates a copy of this minion, it creates another Shudderwock.
    • Shudderblock's "can't damage the enemy hero" text only affects Battlecries with text that specifically says they deal damage. This means that Battlecries that have a damaging effect which isn't spelled out in the Battlecry's text (Battlecries that cast damaging spells, Kalimos' Invocation of Fire, etc.) can and will still hurt your opponent. Also, Shudderblock won't stop a Battlecry from targetting the enemy hero, so damaging Battlecries that target "random enemies" will also consider the enemy hero to be an eligible target (but won't deal any damage if they do hit them).
  • Living Toy: Shudderblock (and its Mini counterpart) is an enchanted toy version of the real deal.
  • Mini-Me: Shudderblock on its own is already a tiny toy version of Shudderwock, but thanks to having the Miniaturize keyword, it also has a smaller counterpart!
  • Mind Rape: Those that cross the Shudderwock tend to not leave with their sanity intact.
  • Random Number God: It's not as severe as Yogg since you can control what Shudderwock actually does, but the order it casts them in is completely random.
  • Reality Is Out to Lunch: Like the glory days of Yogg-Saron, throwing down Shudderwock pretty much has this effect.
  • Rhymes on a Dime: Most of its dialogue as a boss. "Who walks on pox'd rocks where stalks the Shudderwock?"
  • Self-Duplication: As a card, the original Shudderwock can (and often will) create copies of itself using cards like Saronite Chain Gang and Baleful Banker. Get enough stuff set up, and you could end up with a board full of Shudderwocks... and another couple Shudderwocks in your hand and deck.
  • Shout-Out: To the Jabberwock. Its pose is even a parody of this illustration.
  • Suspiciously Similar Substitute: A boss with a Battlecry-heavy deck that causes all Battlecries to trigger twice? Sounds like Battlecrier Jin'zo from the Dungeon Run.
  • Weak, but Skilled: The original Shudderwock is a pitiful 6/6 for 9 mana. But oh boy, is it skilled...

Splintergraft

She'll take a piece of you and make it her own.


A vengeful, axe-wielding amalgamation of splintered wood. Splintergraft preys on those who dare venture outside Gilneas to fetch lumber, seeking revenge against those that split her limbs in life. Her 2-mana hero power creates a 2/2 copy of a minion that costs 2 mana and adds it to her hand. As a card, Splintergraft is an 8 mana 8/8 Druid legendary whose Battlecry creates a 10 mana 10/10 copy of a minion and adds it to your hand.


Winslow Tobtock

His tricks will leave you both in a daze.


A wicked goblin hypnotist. His Hero Power, Hypnotize, costs 2 mana and forces both players to shuffle their hand into their deck and redraw it.


  • Discard and Draw: Not necessarily discard, but you temporarily lose what you had in your hand and have to work with the new cards on the fly.
  • Hypno Pendulum: How he uses his hero power.

    Levels Six and Seven 

Azalina Soulthief

Her children's safety is her top priority. At any cost.


Shell-shocked monster hunters tell tale of a creature in the Witchwood - a weeping, ghostly maiden that always drifts on the edge of your vision. The truly unlucky report encounters with a vengeful spirit who seems to know their thoughts, and who speaks lies in the voices of friends and allies.

Her hero power summons three 1/1 Wisps for 2 mana, and her deck is heavily based on filling the board with more. Her card counterpart is a 7 mana 3/3 Legendary whose Battlecry discards your hand and replaces it with a copy of your opponent's hand.


  • Mama Bear: She treats her wisps as her children, and does not take kindly to you killing them.
  • Telepathy: Her card's effect lets you literally peer into your opponent's mind.
  • Unusable Enemy Equipment: Soul Assimilation, a 4-mana spell that destroys all of her Wisps and takes control of a random enemy minion for each one destroyed.
  • Vengeful Ghost: Azalina seeks to torment adventurers and lead them astray with lies.
  • Voice Changeling: One of her abilities, according to her backstory. This is represented in part by her effect.
  • Zerg Rush: Her entire strategy is to spam out Wisps. Lots and lots of Wisps, on every single turn. She also has a couple cards to buff them if you let them live for more than one turn.

Cragtorr

Seeds sewn from hatred, sustained by dark magic.


It plays a deck focused on the Jungle Giants quest. Its 2-mana Hero Power reduces the cost of the cards in its hand by 1.


  • Artificial Stupidity: All too happy to use Poison Seeds to destroy its own board full of Giants, if it means taking out your Taunt minions in the process. Sometimes it will play two Poison Seeds in a row!
  • Mighty Glacier: It may spend a few turns seemingly doing nothing while setting up with its Hero Power, but when it starts dropping Giants, you're in for a world of hurt.
  • Rock Monster: A giant creature made of stone and gnarled wood.
  • Suspiciously Similar Substitute: To Bristlesnarl from the Dungeon Run, possessing a similar strategy of using its hero power to drop heavily discounted large minions.

Experiment 3C

It's a Murloc! It's a Dragon! It's... everything?


A bizarre amalgamation of creatures whose 50-card deck incorporates minions of all types. Its hero power costs 1 mana and destroys a friendly minion to draw 3 cards. Its card counterpart is Nightmare Amalgam, a 3 mana 3/4 that counts as ALL minion types (Beast, Mech, Murloc, etc.).


  • All Your Powers Combined: 3C's deck consists of various Beasts, Murlocs, Dragons, Mechs, and Pirates, with Zoobot to buff them and The Curator for tutoring. It even has a few Totem-related cards to work with. In addition, its Amalgamation card combines all minions in play into an Amalgamation with the combined stats of those minions that counts as all minion types; it can be drafted after 3C's defeat.
  • The Assimilator: As represented by its hero power and Amalgamate spell.
  • Foreshadowing: He mentions something about a lab in the Netherstorm and reacts with hostility on the rare chance the player plays Dr. Boom. This ended up being foreshadowing for The Boomsday Project set.
  • Outside-Context Problem: Even Hagatha has no idea what this thing is. Furthermore, if it defeats you, it will claim that you were not its target, making it even less clear what it's doing here.

Face Collector

Beware his terrible minions and their ever-shifting faces.


A ghastly being who steals the faces of its victims. Although Hagatha's magic brought many strange creatures to life, there are some rumours that this monster was once a human bounty hunter.

Fights with a copy of the player's deck. His Hero Power, A New Face, costs 0 mana and transforms a minion into one that costs 2 more. As a card, he's 3-mana 2/2 Rogue Legendary minion with Echo which adds a random legendary minion to your hand when you play him.


Forlorn Lovers

Bound by vows, she just won't let go.


She plays a mill deck with plenty of minions that draw cards for both players and otherwise clog up the player's hand. Her passive hero power, Together Forever, shuffles her minions into her deck whenever they die, ensuring she'll hardly go into fatigue.


  • Clingy Jealous Girl: She came back from the dead just to prevent her and her beloved's separation.
  • Easter Egg: If you play a card that shuffles cards into the deck, she'll claim that you and her are not so different. She also hopes Rin can save her from her curse.
  • Earn Your Happy Ending: If she dies via fatigue (which seems to symbolize her letting her beloved go), she thanks the player for freeing her.
  • The Power of Love: The main reason she returned from the dead is because she can't stand the fact that her and her beloved will be separated. Hagatha takes advantage of this.
  • Time-Limit Boss: Rush her down before you run out of cards to play - she won't run out of cards thanks to her Hero Power.

Gnomenapper

A collector of gnomes. Real ones.


A corrupted Tauren with a sack full of gnomes. His hero power, Nab, steals a minion and puts it into a 0/3 Sack. Breaking the sack frees the minion.


  • The Collector: Of gnomes.
  • Silliness Switch: Most of the Witchwood bosses are fairly serious or at least thematic. This one is just so... completely random and out there. However, it does kinda make sense if you consider that Hagatha sent him after Toki specifically.
  • Zerg Rush: His unique card, Sack of Gnomes, fills his board with random gnome minions, ranging from a tiny Leper Gnome to the gigantic Mekgineer Thermaplugg. The player can draft this card for themselves if they beat him.

Groddo the Bogwarden

Dead emerge from the swamp. It's not a pleasant scent.


Its passive Hero Power raises a 1/3 Bloated Zombie whenever an enemy dies. These zombies have Deathrattle: Deal 1 damage to all characters, and this can cause a cascade of damage and death.


  • Disaster Dominoes: Exercise caution when killing its Bloated Zombies, as their deathrattles can cause other damaged Zombies to die, triggering even more deathrattles, potentially killing your other minions and raising more Bloated Zombies. A wrong move may leave you with no minions and Groddo with more Bloated Zombies than he started with.
  • Mook Maker: Creates an endless army of Bloated Zombies, so long as you have minions to get killed off.

Gustave, the Gutripper

Hagatha's pet eats his way up from the bottom of the food chain up.


A massive crocolisk. His Hero Power is Cull the Meek, which destroys the minion with the lowest Attack.


Raeth Ghostsong

There's a reason you should bury the dead.


His one mana Hero Power, Desecrate, deals 1 damage to all minions. If any die, the ability is refreshed.


  • Disaster Dominoes: Tries to set these up, so it can clear the board with its discount Defile hero power.
  • Necromancer: His most dangerous card is Shallow Grave, which ressurects up to seven minions that have died during the game, including your minions.

Vitus the Exiled

Corrupted. Banished. Hungry.


His passive Hero Power, Monstrous Aura, grants his minions an automatic +1/+1.


  • Zerg Rush: Has a deck designed to flood the board with minions to make the most of his Hero Power.

    Nemesis Encounters 
Unlike in the Dungeon Run, each hunter has their own nemesis that they will face off against as their final challenge.
  • Disc-One Final Boss: The Monster Hunter card back can only be obtained by going through all of them with their respective rivals, then fighting Hagatha.
  • Drama-Preserving Handicap: Each of the Nemeses have a deck specifically built to screw over the Monster Hunters' main strategies. Shivers uses high sustained damage and healing from Kingsbane to out-value Tess' attrition style, Glinda is immune to Shaw's Attack! Attack! Attack! strategy and forces him to play for board control, Infinite Toki outpaces Toki's slow control style using Time Warp and even resetting the game on turn 10, and Godfrey plays minions that benefit from taking damage or dying, limiting how useful Darius' cannons are.
  • It's Personal: Each boss has a personal grudge against the hunter they face.
  • My Rules Are Not Your Rules: They start with two extra mana crystals.

Captain Shivers

https://static.tvtropes.org/pmwiki/pub/images/nemesis_shivers.jpg
Aye, it be the daughter o' the King that done us in!
Vowing vengeance, his cursed crew haunts Gilnean shores.


The nemesis of Tess Greymane, Captain Shivers is a phantom pirate who was killed along with his crew by the Gilnean royal family and now seeks revenge in death. He starts with Kingsbane in play and has a deck built around buffing it. His autocast hero power draws a weapon from his deck (read: Kingsbane, because he has no others) at the start of his turn.


  • One-Man Army: He can buff Kingsbane up very quickly and re-draw it every turn. It only takes a few turns for him to turn into a powerhouse that can scythe down your minions all by himself while healing back huge chunks of damage with lifesteal.
  • Revenge by Proxy: He sees slaying Tess as a perfectly acceptable vengeance for being slain by Genn Greymane.
  • Hoist by His Own Petard: Shivers's large pool of weapon buffing spells is actually a huge boon to the player if Tess is running her own Kingsbane or the Scarecrow's Scythe, as her Hero Power allows Tess to get much more mileage out of those spells than he does. The Captain even has special dialogue if Tess plays Kingsbane, expressing shock that there's another.
  • Tactical Suicide Boss: Despite most of his deck having a control theme, using cards like Dead Man's Hand and Kingsbane itself to try and outlast the player, he runs Fel Reaver. As in, that card that mills three cards from your deck every time the opponent plays a card. For extra stupidity points, the way his hero power works means that after using the last charge on Kingsbane, he won't be able to draw it until next turn... which gives the player an opportunity to mill it. Same goes for the Lorewalker Cho he runs, as it's possible to overfill his hand with spells - when his auto-cast Hero Power activates at the start, it will also mill his Kingsbane (and all those weapon buffing spells Tess sends back to him become bricks in his hand).
  • This Looks Like a Job for Aquaman: He runs Lorewalker Cho, which is normally seen as a bad card in most circumstances. However, a majority of the spells he casts are weapon buffs, which are unusable to a player who doesn't have any weapons on hand and, when passed via Cho's ability, will take up hand space until they get a weapon. Woe betide the player who burns a weapon while their hand is clogged with weapon buffs. Even if they do get an opening to expend the weapon buffs, those buffs will simply be passed back to Captain Shivers for him to further empower his Kingsbane.
  • Unusable Enemy Equipment: Cursed Crewmember, a 2 mana 2/1 Pirate that draws him two cards and then shuffles a copy of his hand into his deck.

Glinda Crowskin

https://static.tvtropes.org/pmwiki/pub/images/nemesis_glinda.jpg
Have you tracked us? Or have we lured you here?
The leader of Hagatha's dark cult hides behind her loyal minions.


One of the witches who has been twisting the forest, long before the Witchwood's curse. She is also Shaw's nemesis. Glinda's False Heart passive Hero Power makes her immune while she controls a minion. As a card, she is a 6-mana 3/7 Warlock legendary minion that gives other minions in your hand Echo.


  • Apocalypse Cult: Her special Crowskin Faithful minions are this.
  • The Chessmaster: Implied by her opening quote, where she coyly asks if Shaw tracked her down, or if she lured him there.
  • Nigh-Invulnerable: As long as she controls a minion, Glinda can't be harmed. To offset this, she starts with 50 HP, the lowest out of all the Nemesis fights.
  • Self-Duplication: Her card gives this effect to all of your minions for as long as she's alive. Her description notes that, every night, cultists head out to gather in the Witchwood, but the number of cultists that return outnumber the ones that left.
  • Shout-Out: Quotes the Witches' Song of Macbeth in response to certain cards, though with a few lines tweaked to fit the setting.
  • Tactical Suicide Boss: In theory, DOOM! is a fairly solid card for her deck, as it lets her refuel while clearing the player's minions. In practice, her Crowskin Faithfuls and Kabal Traffickers keep her hand relatively full and Shaw is generally good at filling the board with minions, meaning that she'll often end up milling a bunch of cards (including her own Crowskin Faithfuls) and potentially taking a buttload of fatigue damage.
  • Unusable Enemy Equipment: Crowskin Faithful, a 6/3 that shuffles itself into her deck on Deathrattle, and Crowskin Pact, which takes control of a minion and transforms it into a Faithful.
  • Wicked Witch
  • Zerg Rush: Glinda's playstyle is very reminiscent of the classic Zoo Warlock, focused on spamming out minions to keep her hero power active and continuously pressure the player.

Infinite Toki

https://static.tvtropes.org/pmwiki/pub/images/nemesis_toki.jpg
Ah, we meet again! For the first time!note 
One either dies a hero or mangles time enough to become a villain.


As the old saying goes, one's worst enemy is oneself. Toki learned this the hard way after ruining the timeline beyond repair, and she's here to stop herself from making that mistake. Infinite Toki plays a deck based around the Open the Waygate quest. Her 2 mana hero power gives a minion Mega-Windfury, letting it attack four times a turn, but destroys it at the end of her turn.


  • Alternate Self: Toki's future self from a Bad Future.
  • Break the Cutie: The details are unclear, but Infinite Toki's description implies that her experiments with time magic went seriously wrong somewhere down the line, leaving her traumatized by the experience and hunting herself down to prevent it from happening.
  • The Computer Is a Cheating Bastard: Her exclusive card, Alternate Timeline, claims that it keeps the opponent's health the same after restarting the game, which is how it works when Infinite Toki uses it. However, if you steal Alternate Timeline and use it yourself, you get stuck with whatever health Infinite Toki had when you used it, while she gets healed back to full.
  • Explosive Overclocking: Her hero power gives this to a minion.
  • Future Foil: To the playable Toki. While the Time-Tinker is cheery and a bit reckless, Infinite Toki is more serious and focused. The current Toki prefers to use Magitek gizmos, while Infinite uses only her own magic.
  • Good Scars, Evil Scars: She's the Final Boss for Toki, and is heavily scarred. As such, she leans towards "evil", though it's ambiguous how evil she actually is.
  • Grandfather Paradox: If she wins against you, Infinite will congratulate herself briefly before realizing that she might have just caused one of these...
  • Pronoun Trouble: Both Tokis use first-person pronouns to refer to each other and themselves, leading to some... interesting dialogue. Although, at the very least, they never get mixed up.
  • Ripple-Effect-Proof Memory: Unlike other bosses, Infinite Toki actually counts the number of times you've fought her and her opening remark will change accordingly. After fighting her a few times, she starts to get more and more distressed.
    "Ah, we meet again! For the first time!"
    "Me again? This is the second time we've fought."
    "This is the third time we've fought. Give up!"
    "You keep... coming back! Stop it!"
  • Time-Limit Boss: If you let her complete her quest, she'll drop a Clockwork Assistant (which will almost always have double-digit stats due to all the spells she plays), give it Mega-Windfury on her extra turn, and then destroy you. Alternatively, if you haven't beaten her by turn 10, she uses Alternate Timeline to set you back to square one.
  • Time Master: Well, yeah, she's Toki after all.
  • Trap Master: Her deck contains quite a few secrets to slow down the player's progress.
  • Turns Red: Infinite Toki will generally only use her hero power after completing Open the Waygate, or if she can kill you with it.
  • Unusable Enemy Equipment: Alternate Timeline, a 10 mana spell that restarts the fight but does not reset the player's health.

Lord Godfrey

https://static.tvtropes.org/pmwiki/pub/images/nemesis_godfrey.jpg
Your journey ends in agony!
The Lord of Shadowfang Keep has a bullet to pick with Crowley.


Vincent Godfrey was a Gilnean nobleman before the Worgen attack. After discovering King Greymane was afflicted with the Curse of the Worgen, he committed suicide rather than acknowledge him as his lord. Later, he was resurrected as a Forsaken by Sylvanas Windrunner, but betrayed her and fled to Shadowfang Keep, now wanted by both the Alliance and Horde.

Lord Godfrey is Darius' nemesis. His 1-mana Hero Power deals 2 damage to a minion and adjacent minions.

Lord Godfrey is a Warlock Legendary, as a 7 mana 4/4 who deals two damage to all minions when played. If any die, he repeats this.


  • Ax-Crazy: Just listen to the guy when he uses his hero power.
    "Ahaha! To watch the world burn!"
  • Bowdlerise: The original version of his artwork, taken from the World of Warcraft TCG, had noticeable Clothing Damage which left exposed bone visible. This was removed in the Hearthstone version.
  • Chronic Backstabbing Disorder: Disloyalty is this guy's gambit, although pissing off the Lord of the Worgen and the Banshee Queen were probably not great moves.
  • Dual Wielding: Depicted with two pistols which give rise to his Hero Power and Battlecry.
  • Multi-Directional Barrage: His Battlecry takes the form of him spraying bullets in all directions as he hits the board.
  • Weak, but Skilled: A 4/4 for 7 mana? Incredibly weak. A 4/4 with a Twisting Nether taped on for 7 mana? Much better.

    Final Challenge 
After all four Nemeses have been defeated, you unlock one final encounter - the Big Bad herself.

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!
The terrifying manifestation of the curse on the Witchwood. No one knows her true purpose - is she the source of the evil, or merely another creation of it?

Rather than fight Hagatha at the end of a run, her fight is selected in a special Final Challenge tab, and the player begins with a fresh, pre-built deck. The player starts the fight as Houndmaster Shaw, and is given Toki, Darius, and Tess as Hero Cards in their opening hand. Each hero deals damage to all minions when played and lets you choose a Passive effect for the rest of the game. Hagatha has 100 health, and access to Ritual Dagger, a 3/4 Weapon with Lifesteal that gains 1 Durability whenever she casts a spell, and Amalgamation, from the Experiment 3C encounter. Her Hero Power is Bewitch, which adds a random Shaman spell to her hand every time she plays a minion.

Hagatha the Witch is also a Hero Card for the Shaman class. See Heroes for that version.
  • Band of Brothers: The main gimmick of the fight is the Monster Hunters banding together to beat Hagatha once and for all.
  • Boss Banter: Notably the most talkative boss in the game, with several lines of dialogue that play throughout the battle. Not only does she have various interactions with the player nearly dying, playing certain cards, almost killing her, using their hero power, ect, but she has them for every hero. You're never going to hear every line of hers in one play-through.
  • Card-Carrying Villain: Hagatha makes no attempt to pretend that she's anything but pure evil.
  • I Shall Taunt You: Hagatha throws out a number of petty insults throughout the fight. The lowest blow is probably questioning whether Tess's parents had any children they loved.
  • Marathon Boss: With 100 health, a nearly indestructible Lifesteal weapon, and randomly-generated healing, Hagatha's encounter can take quite some time. The player is given 3 powerful Hero Cards, 3 Passives, and a decent deck, and you need 'em.
  • Rhymes on a Dime: A couple boss introductions have her speaking in rhyme.
  • True Final Boss: After every nemesis is defeated, Hagatha is finally unlocked.
  • Unusable Enemy Equipment: Ritual Dagger, described above.
  • Wicked Witch

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