爆发 (EN:Burst )
爆发伤害 或 爆发潜力 指的是一个玩家在一个回合或者两个回合内造成大量伤害的能力， 可以让一个玩家击杀一个受伤的敌人，或者造成大量伤害，让敌人无法快速的恢复。 It can play a role both in aggro decks, which may need burst damage to finish off the weakened opponent if the opponent is able to win back the tempo, and in control decks, which may use burst damage as the primary mechanism for killing the opponent after playing defensively for most of the game.
Burst potential stands in contrast to repeated damage done by minions while controlling the board. While such minions can do significant damage simply by staying in play and attacking over many turns, burst damage is characterized by its use of one-time effects played from the hand to generate a surge in damage output, possibly in combination with minions and weapons already in play.
Large amounts of burst damage often are used to damage the opponent's hero rather than minions, for several reasons. Foremost is that by the time a player has the resources to launch such an onslaught of damage, the opponent may already be close enough to dead to finish them off. Or, they may be brought low enough that the player expects to be able to force through a victory shortly thereafter. Another is that the damage combination might account for so much of the damage-dealing potential of the deck that the player is unlikely to be able to actually kill the opponent without it. Furthermore, depending on the specific combination used, it may be difficult to distribute the damage among enemy minions without wasting much of its potential, since most minions don't have double-digit health. Also, if minions produce the damage burst, hitting the enemy player is "free" in that the minions take no damage in the process, remaining as threats the opponent must address - perhaps by trading their own minions anyway. However, some high burst damage methods are more flexible and may be used efficiently to board control the enemy, depending on the situation.
Smaller amounts of unexpected damage can be highly valuable in making favorable trades. These usages are not what is primarily thought of as "burst damage", but technically even the smallest attack buff that was not visible on the board beforehand could be called "burst", since it is above and beyond the amount the opponent knew to expect based solely on known minions.
Burst may be generated from spells, minions with Charge and damaging abilities, and combinations of cards that increase each other's effectiveness. Mana acceleration and Spell Damage are common ways to enhance burst power.
While there are a number of neutral minions capable of contributing to burst damage, such as Leeroy Jenkins and Arcane Golem, the most powerful combinations tend to require some class-specific spells, weapons, and minion abilities that synergize for as much damage as possible. Specific burst combinations therefore vary widely between classes. The following list suggests one or two typical strategies each, but it is far from comprehensive:
- Mages may simply use a series of direct damage spells to deal high damage, particularly mana-efficient combinations like Ice Lances following a Frostbolt.
- Warlocks can use Power Overwhelming on a charging minion, and may use Faceless Manipulator to duplicate it for an additional massive hit. Soulfire provides another source of cheap damage.
- Warriors are able to use Charge to give Charge to minions. Strong example are Raging Worgen and Frothing Berserker, both of which when used in combination with Whirlwind or similar effects can increase their power dramatically. Enraging the charging Grommash Hellscream is another powerful technique.
- With druids, Force of Nature followed by Savage Roar is a popular combination.
- Rogues have spells like Preparation and Shadowstep to enable more damaging spells and charging minions to be played in a turn than would otherwise be possible, as well as powerful weapon combinations using Deadly Poison, Tinker's Sharpsword Oil and Blade Flurry.
- Hunters can employ Unleash the Hounds together with other beast synergies like Timber Wolf, Leokk, and the cheap Kill Command to produce quite a lot of damage.
- Shaman are not as known for their burst combos, but do have the ability to apply Rockbiter Weapons and/or Flametongue Totem to characters with Windfury, or use Bloodlust to turn a field of seemingly weak minions into massive damage. Overload allows shaman to defer the cost of spells like Lava Burst, Crackle, and Lightning Bolt to later turns, making them good sources of rapid damage as well.
- Priests are not very strong at dealing damage straight from the hand, preferring instead to control the board. However, priests can combine multiple Divine Spirits with Inner Fire on a high-health minion to shockingly great effect. They can also use Confuse for bursting with either high health minions or with Divine Spirit.
- Paladins too tend to depend on board control over burst damage. However, their Blessing of Might can be used in similar combinations as Power Overwhelming, while Blessed Champion serves as another way to double the resulting attack.
Killing minions likely to be used in burst combinations is always a good idea, although damage played entirely from the hand is of course immune to this board control strategy, forcing opponents to address its threat preemptively rather than reactively. Other defenses against burst damage include Taunt minions to stop Charge, prevention of spellcasting with Loatheb or Counterspell, and simply keeping life totals too high to die in one turn, possibly using healing or Armor effects. Keeping the opponent on the defensive, thereby forcing them to use up their damage spells on minions, may also pressure them out of accumulating enough cards to play a successful burst combination.