Shacknews - Bill Lavoy

While playing the campaign in Splatoon 2, you’re likely going to unlock some weapons that you like. Once you have them in the single-player campaign, you always will, but that doesn’t mean you have them in the game’s multiplayer mode. In fact, unlocking Hero weapons in Splatoon 2’s multiplayer mode is going to be quite the task, but we’ve got the details for how you can pull it off.

Unlock All Hero Weapons in Multiplayer

As you play through the Splatoon 2 campaign, Sheldon will ask you to test out various Hero weapons for him to help bring them up to code. If you then want to take this Hero weapon into multiplayer, you’ll have to use that specific weapon to beat the entire game. That means completing all 27 lairs and defeating all five bosses with the same weapon. After that, it’s unlocked in the Splatoon 2 multiplayer modes.

For example, gamers can unlock the Hero Shot in Lair 1. If they want to take that weapon to multiplayer, they will have to complete the entire game using that weapon. Speedy gamers could likely crush the campaign in only a couple of hours, but the average gamer is looking at five or more hours to beat it. If you want all nine Hero weapons in multiplayer, it means the average gamer is spending 45 hours in the campaign to make that happen. Those are ballpark figures, but still.

Splatoon 2 - All Hero Weapons

  • Hero Shot - Lair 1
  • Hero Roller - Lair 4
  • Hero Dualies - Lair 5
  • Hero Charge - Lair 6
  • Hero Slosher - Lair 10
  • Hero Splatling - Lair 13
  • Hero Blaster - Lair 19
  • Hero Brella - Lair 20
  • Hero Brush - Lair 22

Whether single-player or multiplayer, that’s how you go about unlocking all the Hero weapons in Splatoon 2. Keep in mind that Splatoon 2 Hero weapons can be upgraded, and if you’re looking for an unrelated guide, the Shacknews Splatoon 2 guide-hub will have you covered.

Shacknews - Jason Venter

To even find the Octo Oven in Splatoon 2, you’ll first need to locate three Zapfish. Then you can head to the first Boss Kettle, where the boss battle is primed and ready to go. It is located near the middle of the Tentakeel Outpost area. Interacting with the kettle will get the party started.

As you battle the Octo Oven, your first order of business is to avoid its gluten-powered shots. Keep moving around so none of the loaves find their target, and watch for the Octo Oven to eventually crash to the ground in frustration. At that point, loaves should scatter everywhere and you can ink them so they’re safe to use as stepping stones.

Quickly climb toward the top of the area, while your foe remains incapacitated. That state won’t last long, and your goal is to get high enough before the effect wears off that you can target a tentacle in the middle of the oven. Blast it with your ink gun, which should deal damage to your foe but also send you back to lower ground.

Now the Octo Oven produces dangerous ink wells. They shoot purple into the air, which you need to avoid in addition to the standard attacks on the oven’s part. Watch for it to drop and send loaves scattering once more. Then repeat the process that worked the first time around, though doing so will be more difficult because there aren’t as many loaves to climb. Make sure to hurry, as before, or you won’t get to the tentacle in time to inflict any damage.

Once you have hit the tentacle a second time, you’re ready for the final round. Now the Octo Oven will rain ink from above, which you should avoid as you also steer clear of any other hazards. Eventually, you will have a chance to climb loaves toward the weak tentacle one final time, though they are shielded and you’ll have to make precise, quick movements to gain elevation quickly enough.

After you strike the weak tentacle a third time, you will defeat the Octo Oven and you can resume your journey through the world of Splatoon 2. There are still many challenges ahead of you, so don’t rest on your laurels quite yet!

Shacknews - Bill Lavoy

While playing through the Splatoon 2 campaign, you’ll have the opportunity to unlock a variety of Hero weapons. While these weapons are basically just variations on what can be found while playing the game’s multiplayer modes, each one can be upgraded to tweak its damage, range, as well as other stats.

With this guide today, we’ll be showing you how the upgrade system works, how players can unlock weapons, when the weapon system unlocks, and what’s required for players to begin upgrading their weapons right away.

How to Upgrade Weapons

Upgrading your weapons in Splatoon 2 isn’t overly complicated, but a few hoops must be jumped through before the upgrade process can take place.

  • Progress to the third lair, just before you engage in the first boss fight.
  • Complete the lair and defeat the boss, unlocking your first Hero weapon.
  • The Ammo Knights Enhancifier will unlock.
  • The Ammo Knights Enhancifier allows upgrades to Sheldon’s weapons.

Defeating the first boss and completing the third lair will unlock the ability for you to upgrade weapons, but there are two specific items that you’ll need before you can do it.

The first required item is Power Eggs, which can be found throughout the various lairs of Splatoon 2. These are often discovered by breaking crates and popping balloons, or simply by completing lairs.

Sardinium is also required, which is sort of like a premium currency that you’ll find as you play through Splatoon 2. Players should find at least one per lair, but you might have to put some time and effort into tracking it down. It will not be as plentiful as Power Eggs.

Assuming you have all the Power Eggs and Sardinium that you require, head to the Ammo Knights Enhancifier and activate it by pressing A on the controller. Head inside to locate the weapon that you want to upgrade and select it. Assuming you have everything, you should be able to upgrade the Hero weapon as desired.

There’s a lot more to learn about Splatoon 2, so be sure to stop by the Shacknews Splatoon 2 hub, where you’ll find links to all our Splatoon 2 guides.

Shacknews - Jason Venter

When you reach the third boss battle in Splatoon 2’s campaign, which is located in Beaker’s Depot, you’ll have to defeat the Neo Octostomp. It’s a tough battle, with three phases and plenty of opportunities to mess things up, but you can turn the tide in your favor by sticking to a simple plan.

First, there is the matter of preparation. Note Sheldon’s Request, which requires you to utilize the Hero Dualies throughout the battle. Make sure to also visit the Ammo Knights Enhancifier ahead of time and bulk up (a good strategy before any such battle), and equip the Curling Bombs. You can definitely use them.

Once the actual battle commences, the first phase begins with a rush. Quickly dodge left or right to avoid your foe’s speedy charge, then respond by deploying a Curling Bomb. You want the Octostomp to knock itself over, which reveals a tentacle on its back. Once that is exposed, your Hero Dualies are a great way to spray ink all over your opponent’s side. Then you can blast at the tentacle to inflict additional pain and end the battle’s first phase.

In the second phase, things get more complicated. The Octostomp dons some ink-resistant armor, which makes its sensitive tentacle tougher to reach. Respond by aiming for your adversary’s belt. The accessory keeps the ink-resistant armor in place, after all. Hit it when you can, but also watch out for the face plant attack. Keep moving to avoid getting smashed, then retaliate with shots at the belt until the coat drops out of your way. Move in with your Hero Dualies and strike at that tentacle.

When you reach the third phase, you’re at the battle’s toughest point. The Neo Octostomp now has equipped several faceplants, and you’ll have a harder time dodging its attacks. Again, aim your attacks at the belt until it falls away and the coat disappears. Then wait for a face plant and get busy with your Hero Dualies attack.

Winning the battle with the Neo Octostomp provides more information about Callie and lets you progress to the fearsome encounters yet to come. Your adventures in Splatoon 2 are far from complete.

Shacknews - Shack Staff

Splatoon 2 for Nintendo Switch inherited many of the Wii U original's more prominent features: a vibrant color palette, a fun twist on territory control, and motion controls that take advantage of Nintendo's high-tech peripherals. Aiming characters by pointing Joy-Con may feel natural to some players. If you don't count yourself as one of that group, we'll show you how to quickly and easily disable the game's motion controls in favor of a more traditional, controller-based input scheme.

Turning Off Motion Controls

Motion controls are enabled by default in Splatoon 2. Knowing that, you'll want to disable them as soon as possible, especially before jumping into a multiplayer session, where you comfort in performing moves such as aiming and swimming through ink can mean the difference between victory and defeat.

The soonest you can turn off motion controls is after completing the tutorial. Once the game loads, proceed to Inkopolis Square and go through the motions—literally—of learning Splatoon 2's controls. After the tutorial ends, call up the menu by pressing X on your Nintendo Switch controller. Move over to Options and then scroll down to the bottom and look for selections pertaining to motion controls.

Many players come around to motion controls after tinkering with their sensitivity, realizing that the movement speed was simply too fast or too sluggish for their liking. If that situation describes your feelings, try adjusting the sensitivity of the right Joy-Con and the motion controls themselves until you find your comfort zone.

Visit our Splatoon 2 guide hub for more tips and strategies.

Shacknews - Shack Staff

Splatoon 2 brings more to the table than an expanded single-player campaign and multiplayer mayhem. The game supports three brand-new Amiibo Nintendo launched alongside Splatoon 2 for Nintendo Switch, as well as all previous Amiibo compatible with the first game on Wii U.

Use this guide to learn how Amiibo work in Splatoon 2 and what each collectible action figure will get you.

Activate Amiibo

Activating your Amiibo figures requires more than simply touching them to your Switch Joy-Con. Fire up Splatoon 2 and head to Inkopolis Square. Near the rear of the plaza, you should find an Amiibo box. It's empty, but you can change that. Interact with the box and wait for a menu to appear, then hold your Amiibo of choice over the NFC chip, found in the right Joy-Con for Nintendo Switch.

Amiibo Gear: Splatoon Figures

Whether you managed to get your hands on the new Amiibo Nintendo crafted for Splatoon 2 or you're sticking with your tried-and-true figures from the original Splatoon, all of the miniatures grant you gear to use in the game.

Scanning an Inkling Girl Amiibo unlocks the School Uniform, School Shoes, and Squid Hairclip. Each of these items grants you valuable perks such as saving ink, boosting recovery speed, and faster swimming. You'll receive those benefits from scanning either Inkling Girl figure.

Inkling Boy also came in two variants. Scan either one to inherit the Samurai Jacket, Samurai Helmet, and Samurai Boots. As always, you'll get power-ups from each item. Boosts from this set includes Special Charge Up, Special Power Up, and Quick Super Jump.

The Inkling Squid Amiibos made for Splatoon set up you up with Power Armor, Power Mask, and Power Boots. Equip them to enjoy faster respawn, higher defense against bombs, and an ink saver.

Amiibo Gear: Splatoon 2 Figures

Nintendo offers Inkling Girl, Inkling Boy, and Inkling Squid Amiibo centered on their Splatoon 2 designs. Starting with Inkling Girl, scanning her gets you a School Cardigan, Squid Clip-ons, and Fringed Loafers. Try them on and take increased running speed and the Opening Gambit and Cold-Blooded perks for a test drive.

Inkling Boy should appeal to anyone who feels the need for speed. His gear includes the Squinja Suit, Shoes, and Mask, which pack the Special Saver, a boost to swimming speed, and faster respawn property.

Rounding out the pack is Inkling Squid, who once again plays with power—the Power Armor Mk1, Power Mask Mk1, and Power Boots Mk1 to be specific. Suit up to take advantage of enhanced resistance to ink and bombs.

Special Amiibo Gear: Marie and Callie

Inkling Boy, Girl, and Squid are all well and good, but Nintendo rolled out a couple of collectible characters as well. Splatoon fans should already be familiar with Marie and Callie. If you're new to the game's lore, you'll learn more about them soon enough. For now, check out how their Amiibo incarnations benefit you in Splatoon 2.

Callie is a hero, and her Amiibo gear attests to that fact. Scan her to receive the Hero Jacket Replica, Hero Runner Replica, and Hero Headset Replica. As befits a hero, the gear's boons include faster swimming, running, and super jumps.

Marie's a heavy hitter, so she'll net you an Armor Jacket Replica, Armor Boot Replica, and Armor Helmet Replica. Put them on to pad out your avatar with Tenacity, Ink Saver, and Special Charge Up.

Interested in learning about more new features? Hit up our Splatoon 2 guide for info on how to start the single-player campaign and other topics.

Shacknews - Sponsored Post

Just like any competitive game or sport, League of Legends requires a high level of skill, communication and perseverance. Athletes don’t become experts in their fields overnight; instead they look at ways of improving their abilities and performance. Here are five pro LoL tricks that could help increase your chances of netting your team a win at City Champs, where you can represent your city in live matches against rivals from around the country. 

Warding

Vision is extremely important in League of Legends and is an area that is often overlooked and cast aside by newer players. Wards give you huge advantages at every stage of the game as they grant vision of enemy movements and allow you to keep tabs on neutral objectives. Knowing the whereabouts of every enemy player is huge and can help you stay alive against hyper-aggressive junglers and roaming mid-laners. Games can be won and lost by providing and denying vision, and if you want to make flashy plays at City Champs, you’ll need to ensure that you and your team constantly ward the Rift around you. Going into areas blind is never a good thing, especially in the late-game where winning teamfights and taking objectives is pivotal to your success. Warding may not have a noticeable impact, but it does give you valuable information that you can use to make game-winning plays.

Kiting

Kiting is one of the most important mechanics in League and is an essential offensive and defensive technique, especially for squishy carries looking to deal as much damage as possible. The goal of kiting is to create distance between you and your opponent, while maintaining a constant barrage of poke. You never want to stand still while you’re auto attacking as this leave you incredibly vulnerable. Instead, you’ll want to focus on repositioning in between your auto attacks. This technique is known as orb walking and pro players use it to help maximise their DPS, dodge incoming skill shots and help deter enemy ganks and dives. To kite like a pro, you need to cancel your auto attack animation by right clicking whenever your champion’s attack leaves the champion model. Cancelling the last part of your champion’s auto attack animation greatly increases your DPS and can often be the decider in an engage, so use this pro trick to get an edge at City Champs.

Last-Hitting

Mechanical-based aspects of the game such as last-hitting creeps are incredibly important when trying to secure a significant advantage over your lane opponent. Last-hitting will maximise the amount of gold you receive and will allow you to rush the items needed to begin snowballing. Having a gold advantage over your laner will instantly put you in the lead and can greatly influence the outcome of the game. However, last hitting enemy creeps can be incredibly frustrating, especially when you’re laning against a poke-heavy champion or lane bully, but luckily improving your ability to last-hit is incredibly easy. Simply pick a champion that you usually play and head into a custom game and begin mowing down the little critters one-by-one. You should be aiming for around 90 CS at 10 minutes, so make sure you practice this technique before showing off your skills at City Champs.

Be Decisive

This is arguably one of the most important skills in League of Legends and can be the difference between getting an Inhibitor, turret, Baron buff or split-pushing lanes. Knowing when to prioritise objectives is very important to your performance. Try to always think several moves ahead of your opponent and plan for the worst possible outcome during teamfights and engages. This kind of behaviour won’t only make it easier for you to adapt to a whole range of scenarios; it will also make your actions harder to read. 

Having quick decision-making skills can allow you to bait the enemy team into orchestrated plays that make them believe they have the upper hand, but in reality they are just being pushed into a trap. This is what separates high-elo players from low-elo players, and pros constantly use their excellent decision-making skills to outperform those around them. Be sure to analyse your games and see what options were available to you at the time and when and where you should be aiming for them.

Have Pocket Picks to Fall Back On

Many League players abuse current OP champions, but a lot of pros have pocket picks they are mechanically gifted with. Picking a champion purely because they’re a meta pick means nothing when faced with a player who has taken the time to learn and perfect their skills with a chosen champion, meta or not. If you know their strengths, weaknesses and what to do at each stage of the game, you’ll have a huge advantage over someone who has very little experience with a meta champion. This knowledge will allow you to focus on other core elements of the game and increase your chances of reaching the final. City Champs will be the first time many of you will play at a live event, so don’t be afraid to pick champions you’re comfortable with. Pro players often have pocket picks they can rely on during difficult matchups, and while it might be fun to play a diversity of champs, it’s not always beneficial.

Use These Tricks at City Champs

Sign up for City Champs by heading over to the Super League LoL events page where you can purchase your Online Qualifier ticket. Once you’ve purchased your City Champs ticket, you will be placed in one of the four tiers based on your personal solo queue ranking. Make sure you use the five pro LoL tricks during your six qualifying matches to increase your chances of snagging yourself a win. Only the top players will have a chance to represent their city, so make sure you put on your best performance. If you don’t make the cut, you be able to play Challenge Matches as a reinforcement to help earn points for your city. Why not start your City Champs journey today?

Shacknews - Bill Lavoy

There were bound to be some bits and pieces of the Destiny 2 beta that were slightly broken, or needed to be tweaked before the final release of the game. We know that Destiny 2 players were having problems joining the beta, getting error code Termite and error code Olive quite frequently. Now, however, there are reports of a good kind of glitch.

The Infinite Super Glitch

While live streaming Destiny 2, LuCKyy_and_BW found a glitch in the Inverted Spire Strike that allowed them to keep their Super energy bar full at all times. This glitch is only available in the Strike, the Inverted Spire, so you can use it all day without having to worry about impacting other players in PvP. You’ll probably want to enjoy the glitch while you can, though, because there is zero chance that Bungie doesn’t patch this long before Destiny releases on September 6th.

To use the glitch, load into the Inverted Spire strike and stay where you are. Kill the enemies that are around you until you see some Pikes arrive. While hopping on the Pike, use your Super. If you’ve done this correctly, you should see your character’s Super weapon in their hands while you’re on the Pike. From there, change your Kinetic weapon to another, and then change it back to the original. This should ensure that you end up with an infinite Super in the Destiny 2 beta.

While some would argue that using a glitch like this is a bad thing, I’m not convinced. If it was in PvP, yeah, I wouldn’t want to see it used. However, in a PvE Strike during a beta, this is harmless. In fact, it’s helpful because the more that players explore and push the limits of the game, the better Bungie can polish it prior to 1.0. At least, that’s what I’m telling myself.

Be sure to visit the Shacknews Destiny 2 hub, where you’ll find all our Destiny 2 content to make your journey through the beta that much more enjoyable.

Shacknews - John Keefer

Apple has released new iOS update 10.3.3 to close off a vulnerability in the wi-fi chip of its products. Under the right circumstances, hackers can remotely take over iPhone, iPad and iPod devices unless the new patch is applied.

The vulnerability, dubbed Broadpwn because of the potential of hackers to "pwn" the Broadcom wi-fi chip, was discovered by Nitay Artenstein, a security researcher with Exodus Intelligence. He also discovered a similar exploit on Android chips, prompting a similar patch from Google earlier this month for HTC, LG and Samsung devices. Artenstein is planning a presentation on the exploit at the annual Black Hat conference later this month in Las Vegas, CNet has reported.

Apparently, the vulnerability was so bad that the National Institute of Standards and Technology rated Broadpwn a 9.8 out of 10 on its severity scale.

The 10.3.3 update affects iPhones 5-7, fourth generation iPads and later, and sixth generation iPod Touch devices. It is basically a maintenance patch, fixing other security issues with apps Safari, Contacts, and Messages, as well as key frameworks CoreAudio, WebKit, and the kernel. This will likely be the last update before Apple upgrades to iOS 11 this fall.

Just so we're clear, Broadpwn bad, 10.3.3 iOS update good. Patch your Apple device now. 

Shacknews - Ozzie Mejia

Hearthstone is walking the icy trail towards its next expansion, Knights of the Frozen Throne. In addition to 135 new cards, the game's nine original heroes are getting Death Knight versions of themselves through a new mechanic called Hero cards.

Neither minion, nor spell, the Hero card not only offers up a cool new look, but an amplified Hero power that keeps games intense well into the late turns. There's potential for excitement and possibly brokenness, so Shacknews wanted to learn more about the Hero card mechanic. To do so, we spoke to Principal Game Designer Mike Donais and Senior Concept Artist Jerry Mascho.

Shacknews: Going off the reveal with Ben Brode a few weeks ago, can you explain how the Hero cards work?

Mike Donais, Principal Game Designer: Hero cards are going to replace your Hero when you play them. There's nine of them, one for each classic Hero. Deathstalker Rexxar is the first one that we've shown. You pay mana cost out of your hand. He's not a spell, he's not a minion, he's a new card type, which we call the Hero Card. When you play it, it'll give you some armor. Deathstalker Rexxar has 5 armor. They all have a Battlecry effect, plus they replace your Hero power with a cool new Hero Power.

Build-A-Beast, as we've seen, is you craft a custom Zombeast, which we've never done before. Flavor-wise, it's Rexxar finding these animals and making better animals out of them. Like if you take a shark and a bear and you put the shark and the bear together, you get a sharkbear and it's twice as good! So that's what you do when you build a beast, you combine them together to make a better beast.

Jerry Mascho, Senior Concept Artist: My favorite combination so far is Vicious Fledgling with Stonetusk Boar, so you get a Charge minion that Adapts every time it hits face.

Shacknews: From an artistic and mechanical standpoint, what are the goals with the new Hero cards?

Donais: From our standpoint, we definitely wanted to play up the fact that these guys are more than just Death Knights. You take the typical unholy frost and blood death knight and we're building on that, giving them the Sylvanas treatment. We really wanted to amp up the dark side of what these Heroes could be. You've been playing these guys for three and a half years and we wanted players to take that journey of becoming the dark side of these characters.

Shacknews: Will these operate similarly to Quest cards, in the sense that each Hero card will be designed with a specific play style in mind?

Donais: Not quite as strongly as the Quests. The Quests were very specific, in that you had a progress counter, you were doing something very specific to increase that progress counter, and when you complete it, you received a reward. These are more like legendary cards that you would find in the minion slot, where they do something really cool. Some of them you build more around than others.

For example, Deathstalker Rexxar doesn't require you to play a very specific kind of card in your deck. Like, you're not playing just Elementals or Deathrattle cards. It is a bit different than normal Hunter decks, in that you're playing control, survivability, stalling, which is a soft build-around, and it gives you a really strong late game. Once you get to the late game, you'll be doing crazy things with your Build-A-Beast power, so you can focus the rest of your cards on controlling the early game and making sure you last until you get to Deathstalker Rexxar.

Shacknews: How do you hope to introduce newer players and even veteran players to this card type? Is that one of the goals of the new single-player missions?

Donais: The missions are going to be really cool. They teach you more of the story of the Death Knights and Arthas. They give you some background of how he got where he is by telling you your own story. And it familiarizes you with some of the cards as you, because you'll be using some of the cards or playing against some of the cards.

Mascho: Plus you'll get a free Death Knight Hero card once you complete the prologue. Everybody gets that once their first mission's complete. A random one, anyway.

Shacknews: Yeah, that's something I want to ask. Why award a random one, rather than allow a player to choose their Hero card?

Mascho: It's really hard to know which one is the best when you've only played the Prologue and seen none of them. I feel like, whichever one you choose, you'll feel like, "Oh, I have no idea which one to pick. Which one's the best? Which one's the most fun one?" So you'll have a lot of regret after you pick the wrong one. I think this makes it sort of fair for everyone and you don't have to feel like you have to wait a month to wait before picking.

Shacknews: And it doesn't work like Quest cards, where you'll start with a Hero in your hand? Or is there a minion/spell effect that can influence whether you get one in your hand sooner or maybe reduces the cost?

Donais: No, they're more like the Old Gods, where you have these big expensive powerful cards in your deck like N'Zoth or Yogg-Saron, and when you draw them, it'll be a big deal. But you might not draw them. You can use cards like Tracking to help get to them faster, but there's no special way to specifically get them.

Shacknews: I know these new mechanics are tested in Standard first and foremost, but how do you expect the new Hero cards to work in Wild?

Donais: I think it'll be cool. I think it'll change a lot of how the gameplay works, because they're all powerful upgrades to your Hero power. It could give you a lot of late game, so one of the things I think it'll do for Hearthstone, is they'll make sure if you want to include them in your deck, you'll have a strong end-game win condition. Once you get to turn 10-20, actually having ways to win and end the game is really important, rather than hitting turn 40 and running out of cards and slowly burning down while your opponent does the same. So I like how you have a good effect on the endgame.

Shacknews: Given what the Hero card introduces, I want to go ahead and ask, will it be allowed in Arena?

Donais: Oh yeah, these will be just like finding, say... N'Zoth in Arena. Or like finding some other powerful legendary, like Ragnaros, Ragnaros Lightlord, or Sylvanas. If you find powerful cards in Arena, these are legendaries that'll be in the legendary spot. Pick a good one and good luck! Maybe you'll get a Death Knight.

Shacknews: So I'd like to put on my Disguised Toast hat for a second and ask about some of the interactions with the Hero cards. How will some of the cards that interact directly with Heroes, like Amara, Lord Jaraxxus, or Sir Finley, work with these new Hero forms?

Donais: Once you play a Hero card, it changes your Hero and their Hero Power. So you can play Sir Finley and change their power again. There's nothing stopping you from playing that or Jaraxxus. This isn't a basic Hero Power, so you can't upgrade it with Justicar Trueheart, but other than that, it's mostly how you'd expect it. You can play a thing and change it.

Shacknews: When I look at a new mechanic, like the Hero cards, the first thing that comes to mind is Un'Goro, the Quest cards, and the Rogue Quest coming out more powerful than anyone imagined. I'd like to ask, when you introduce a new mechanic like this, is there a concern among the team that you may have underestimated the ingenuity of the Hearthstone community and may wind up with a particular Hero that is too powerful?

Donais: I think it's very likely that one of the Heroes is too powerful. There's a lot of very powerful abilities on Heroes. They're exciting to us. We know that the community is going to find some awesome way to use them in some crazy decks. That's what a card game is all about: finding out what the best way to use cards is, combine them together in clever ways to make the perfect deck or the perfect combination of cards to make awesome plays.

I think that's exactly what the Quest decks did. Quest Warrior and Quest Rogue iterated a lot on the deck list, learned how to play the deck really well, and as they went along, the decks got even better and better. Even Quest Mage falls in that category. People are getting better and better at Quest Mage recently and creating better versions of the deck and having more success. And we want to let people do that. I'd rather have a bunch of cards that are pretty scary to us, are pretty exciting and powerful, and finding out one of them is too good than just have a bunch of cards out there, where none of them are exciting or powerful and they're all safe. The last thing you want is a new set of cards and they're all safe.

Shacknews: One last question, knowing that there aren't any card reveals until July 24, without spoiling anything, what specific Hero card should players be on the lookout for? What do you think is going to excite the community the most?

Donais: Personally, I'm very excited about the Rogue Hero Card. Valeera is a total badass... and probably busted. But we'll see.

There's a lot of exciting ones. Each one of them tells its own story and does it in a really cool way and will hopefully deliver on the dream of Icecrown and Death Knights and that whole story.


The Knights of the Frozen Throne expansion is expected to hit Hearthstone around mid-August. Look for card reveals to begin on July 24.

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