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the freeze ability of this card is amazing, if used right it might save you from your demise.
by locking down a dangerous opponent minion that you else and would cause havoc on your team.
10 Dec 2013 patch notes
should now always properly cause the affected minion or Hero to miss its next attack phase."
For the Water Elemental, the only minion that can inflict Freeze during the opponent's turn, this means that
If you attack with your Water Elemental into an enemy Character, that enemy Character stays Frozen until the end of his (immediate) next turn.
If an enemy Character attacks into your Water Elemental, that enemy Character gets Frozen (so a Character with Windfury would not be able to make the second attack) and stays Frozen until the end of that player's NEXT (not immediate) turn.
11 Mar 2014 patch notes
: "Water Elemental (Mage) will now properly freeze armored heroes as intended."
Damage is still dealt and received normally by defending minions already affected by Freeze.
Freeze can be removed by
A Water Elemental can render an enemy
useless by attacking into the enemy Hero every turn, until the enemy player manages to kill the Water Elemental or put a
minion in the way.
If the Water Elemental deals 0 damage, as is the case for attacking a minion with
, it will not Freeze that minion, although it would remove the Divine Shield.
This is also true for a Hunter attacking with a
into a Water Elemental, a Beast with
, or a minion on 1 HP being protected by
. In all these cases, the Water Elemental deals 0 damage and will not freeze anything.
Golden version unlocked at Mage level 49 and 50
Does not freeze the enemy when it dies during the attack. Hopefully this is just a bug.
on the Water Elemental causes it to the minions it deals damage to.
Attacking an armored hero will not freeze it unless you deal more damage than the hero has armor.
Edit: This has changed with release. Now you will freeze the hero regardless of the hero's armor.
For a four drop, this card is really solid. 3 attack lets it take out most 2-3 drops and the weaker 4s, as well as putting a decent dent into everything above that cost as well. This combined with a very high health count of 6 lets it trade reasonably well against most anything. (6 attack minions usually cost 6 or more mana, and hitting the Elemental anyway forces it to lose a turn.) That high health pool also allows it to survive most direct damage spells, making it especially irritating to get rid of, especially in the mid-game. The freezing component is just icing on the cake, ensuring one more turn without a giant nasty snacking your face or when you can use it to lock down heroes with weapons until they find some way to take it out.
All in all, a solid minion with great value for its cost.
A warrior's worst nightmare! Just out of reach for
, this baby can prevent you from using your weapons unless your minions can deal with it swiftly.
Really stupid card that should be changed to 3 / 5. Six health is retarded and insanely frustrating to remove.
I don't know if this is a bug. But has anyone experienced attacking this minion in their turn then still have it frozen after your opponents next turn? The freeze should have taken effect on the opponents turn right? so on your next turn your minion should be good to go.
The 4-drop slot in any deck is always a crowded one thanks to Chillwind Yeti and Sen'jin Shieldmasta being available to everyone. It really says something about this card that it's good enough to edge the Yeti out of most Mage decks. It makes up for its lower attack value with the freeze, and the extra health makes it very hard to reliably kill for most classes. It does, however, take itself out of the Priest removal safe zone, so that's something to consider.
any character damaged by this minion.
Don't summon a water elemental at a party. It'll dampen the mood.
This card is used in
44.7% of all Mage decks
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