The Witchwood Monster Hunt Guide – Heroes & Bosses List, Equipment List, and Tips & Tricks

If you loved the Dungeon Runs from Kobolds & Catacombs then I think you are going to like the Monster Hunt in The Witchwood! Our Monster Hunt guide is going to cover all of the ins-and-outs of this single-player mode for the new expansion and features a heroes, bosses, and equipment list as well as some tips and tricks once the mode goes live.

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  • Release Date: Two weeks AFTER The Witchwood expansion launches.

This guide is currently a work in progress, so check back soon for more information.


“Deep within the woods, an evil presence stirs. A curse has fallen on the Witchwood. You must venture into the forest and root out this foul darkness once and for all. But, beware; strange howls pierce the moonlit night, and fearsome creatures prowl the gloom among the ancient trees and gnarled firs. Hold fast, and let courage see you through this night!”

As I mentioned this is very similar to the Dungeon Runs from Kobolds and Catacombs. You will face down 8 bosses and along the way you will grab some new equipment and get cards that upgrade your hero power or synergize with your hero!

Monster Hunt Heroes List – Cannoneer, Houndmaster, Time-Tinker, & Tracker

When you start a Monster Hunt you will get your choice of 1 of 4 unique heroes that is based off of a current Hearthstone class. These heroes have a special hero power and cards that create new playstyles and strategies!

  • Cannoneer – Warrior
  • Houndmaster – Hunter
  • Time-Tinker – Mage
  • Tracker – Rogue

Monster Hunt Bosses List

Unfortunately we don’t know a lot of what is in-store for us in terms of bosses, but we will update this as soon as we know more.

The only boss we do currently know of is…. GOBBLES!


  • Hero Power: Unknown
  • Flavor: Every dying beast makes this dreaded carrion bird stronger.

Monster Hunt Equipment List

As with the bosses we’re a bit in the dark on what type of equipment we’ll get to choose from currently! Here’s how they describe it on the official site:

“After you beat an encounter, you choose loot to improve your Monster Hunt deck. Your choice is between three sets of three cards picked randomly from a number of different thematic buckets available to your current hero. Additionally, at certain intervals you get to add special cards to your deck that improve your unique hero power or otherwise synergize with your hero in a powerful way.”

  • It sounds basically exactly like how the Dungeon Runs went, but with the addition of being able to improve your hero power with synergistic cards!
  • You will get to choose between three sets of three cards from different thematic buckets.
  • At certain intervals you get to add special cards to your deck that improve your hero power or synergize with your hero!

Monster Hunt Card Back

We’re assuming that you can earn this card back by defeating all of the bosses with each of the new heroes, but there’s no official word on this!


  1. GlosuuLang
    March 12, 2018 at 2:12 pm

    Dungeon Run was the best single-player experience in HS so far. I’m glad they’re keeping the format and giving it a new twist!

    • mnbvcxz
      March 13, 2018 at 6:42 am

      I don’t think so. The best was LoE. In my opinion they should create at least one adventure like this (since karazan is rotating out). Dungeon run is not that god as an old classic adventure.

      • GlosuuLang
        March 13, 2018 at 8:41 am

        Granted, the best single-player moment I’ve had in HS was when Archthief Rafaam stole my deck in LoE. I remember hopelessly trying to win against my OP deck. However, that surprise factor can only hold the first time. I love LoE and I agree it is the best adventure of all 4 classic adventures, but it becomes stale quite fast, just as the rest of the adventures. Actually, I found myself going back to the Karazhan Prologue and the Chess Boss in Heroic Mode more often than to any boss in LoE, because they were more fun. The good (great) thing about Adventures was that you knew exactly what cards and rewards you got for completing them, which made them real money worthy. The Heroic Bosses were also a nice challenge, but sometimes too obnoxious. I hated having to restart a game vs The Lich King until I had the perfect starting hand, and for some Heroic Bosses you also kind of need a perfect starting hand.

        Dungeon Runs, on the other side, I played hundreds of bosses until I began to feel they were stale. When I want some relax I still start one and try something whacky. For F2P players this is a huge mode because it lets you play with all the good cards you can’t play in constructed due to lack of money. I still wish to get the Dungeon Run Quest in my daily quest because it gives me a reason to play them. For me it’s clearly the overall best single-player experience in HS.


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