Standard reference & strategy
Class guides
Class guides

Demon Hunter

Use hero attacks, cheap cards, and the order of cards in your hand to make strong turns.

What the class does

Demon Hunter often sends its hero into battle. Weapons and Attack boosts let the hero fight minions. Your own minions can then attack other targets. The cheap starting Hero Power can fit between other plays.

Health and hand space

When your hero attacks a minion, it may take damage. Count that damage as part of the cost. Also think about how the enemy could hit you next turn.

Outcast rewards you for playing a card from an end of your hand. Playing one card can move another card to the edge. That can change which bonus it gets.

Choices to think about

Plan your attacks before making them. Choose the hero's target, count the Health you will have left, and check for effects that must happen before an attack.

Look at both ends of your hand before spending mana. Moving an Outcast card to an edge may help. But waiting for every bonus can let the enemy take over the board.

Strengths and weak spots

Several small plays can put you far ahead in one turn. The risks are a wrong play order, damage to your hero, and using up too many cards. A big turn should leave you safer, with a strong board, or close to a win.

See Deck Types for general game plans such as aggro, control, and combo.

Sources & editorial notes

The linked class guides explain the main rules and older class themes. This wiki supplies the play examples. For exact card details, use current card text and patch notes.