Armor

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A hero with 2 Armor

Armor is a form of secondary Health available only to heroes, gained through certain cards and Hero Powers. Damage taken will always be deducted from Armor before Health. Only when a character has 0 Armor will they lose Health from a damaging attack. Armor can effectively extend a hero's Health far beyond the 30 points otherwise allowed. All regular heroes enter play with 0 Armor, although bosses and Tavern Brawl heroes often start with some Armor.

When present, Armor is shown on the centre right of the hero, just above the Health icon, set against a silver, unbroken shield.

Armor is most strongly associated with the warrior class, followed by the druid class. Notable sources of Armor include the warrior Hero Power  Armor Up! and the druid Hero Power  Shapeshift. Some cards have more novel relationships with Armor, such as  Shield Slam, which uses a warrior's Armor to deal damage to a target minion.

Notes[edit | edit source]

Armor icon
  • Armor is persistent, and will last until removed through damage. Unlike Health, Armor cannot be affected by enchantments, and there are currently only two cards which set a hero's armor total,  Reckless Flurry and  Platebreaker, which both set a hero's armor total to 0.
  • Like Health, Armor will not prevent or mitigate any effects other than damage.
  • Like Health and Attack, Armor has a maximum value of 2,147,483,647. Effects that would cause the player to gain Armor past this maximum will reduce the player's Armor to 0 and the Armor icon will break, just as if the hero had been damaged enough to remove all Armor. Amounts as high as 2,080,472,162 Armor have been recorded in-game.[1]
  • Damage taken while protected by Armor still counts as taking damage for game purposes.
  • Armor does not prevent a hero from dying if such hero also had zero or less health.
    • For example, playing  Crystallizer when the controlling hero is at 5 or less health will cause defeat.
  • Armor is not affected by health-setting effects ( Alexstrasza and  High Priest Thekal).

Sources of Armor[edit | edit source]

For Wild format listings, see Armor/Wild format.

Swipe left or right to see the cards.
YOG 529.png
TTN 415t3.png
YOG 529b.png
CORE LOOT 231.png
CORE YOP 032.png
ETC 355.png
TOY 375t.png
ETC 363.png
HERO 01bp.png
CORE AT 064.png
HERO 06bp2.png
ETC 379t.png
ETC 379.png
DEEP 008.png
CORE LOOT 413.png
JAM 015t2.png
TOY 907.png
HERO 06bp.png
CORE EX1 606.png
HERO 01bp2.png
CORE SW 030.png
OG 047b.png
CORE OG 047.png
TTN 930t.png
TTN 930.png
CORE SW 094.png
CORE EX1 289.png
WW 334.png
TTN 467.png
CORE LOOT 309.png
CORE BAR 535.png
YOG 502t.png
TOY 375.png
TTN 415.png
TTN 466.png
TOY 829.png
YOG 500.png
CORE EX1 323.png
WW 0700.png

Related cards[edit | edit source]

For Wild format listings, see Armor/Wild format.

Swipe left or right to see the cards.
ETC 382.png
CORE LOOT 051.png
CORE LOOT 051.png
ETC 355.png
CORE EX1 410.png
TOY 907.png
TTN 803.png
TTN 469.png
ETC 520.png
TOY 651.png
YOG 502.png
YOG 502t.png
ETC 386.png
TTN 811.png

Fixed bugs[edit | edit source]

  • It was possible to have 0 Health but 12 Armor as a substitute. Although it was hard to replicate, it made the player experiencing that in a glitched state where it cannot be interacted by any means of an effect.[2][3]

Random effects denied the player, and minions couldn't be directed to attack the player in that glitched state, because they became unresponsive until they directed to attack a valid target like minions. [4]

Strategy[edit | edit source]

While Armor serves as a substitute for Health, loss of Armor will not reduce the summoning cost of  Molten Giant. Warriors with  Shield Slam can likewise benefit from Armor more than from Health, and Armor is not affected by  Alexstrasza's Battlecry, making it an effective defence against this card. A low Health or damaged status can also be useful for cards like  Battle Rage and  Mortal Strike.

For these reasons, Armor is generally considered to be superior to Health. Where possible, it is usually therefore preferable to take any damage before gaining armor, such as by attacking with your hero before then using  Armor Up!. This way the player can benefit from  Zombie Chow's Deathrattle, having its hero's health restored and keeping the previously gained armor.

Achievements[edit | edit source]

CategoryNameDescriptionRewards
Achievement Category 2Achievement SubCategory 2 logoGameplay - General - ClassesOver EncumberedGain Armor 50 times as a Warrior.10 Achievement Point.png
Achievement Category 2Achievement SubCategory 2 logoGameplay - General - ClassesOver EncumberedGain Armor 150 times as a Warrior.10 Achievement Point.png
Achievement Category 2Achievement SubCategory 2 logoGameplay - General - ClassesOver EncumberedGain Armor 500 times as a Warrior.10 Achievement Point.png
Achievement Category 2Achievement SubCategory 2 logoGameplay - General - ClassesOver EncumberedGain Armor 1500 times as a Warrior.10 Achievement Point.png
Achievement Category 2Achievement SubCategory 2 logoGameplay - General - ClassesOver EncumberedGain Armor 5000 times as a Warrior.20 Achievement Point.png
Achievement Category 2Achievement SubCategory 3 logoGameplay - Darkmoon Faire - WarriorThe Best Defense...Attack with your hero while you have Armor, 10 times.10 Achievement Point.png
Achievement Category 2Achievement SubCategory 3 logoGameplay - Darkmoon Faire - WarriorThe Best Defense...Attack with your hero while you have Armor, 30 times.20 Achievement Point.png

References[edit | edit source]