Warning It appears that you may be blocking the ads, and we are fine with it (read more here). That said, it would really be awesome if you decided to whitelist our website or make a donation :) You can also send us Bitcoins (1DEkropiHPWBmfJxogFaXQscfzhmdpTti4)!

Rehgar Abilities

Last updated on Sep 13, 2016 at 09:00 by Kendric 18 comments

Table of Contents

Rehgar Image

General Information

Below, we give you a brief overview of the abilities that Rehgar has access to. You should read these ability descriptions before reading further, because the other pages of the guide assume that you have a basic knowledge of Rehgar's abilities.

The other pages of our Rehgar guide can be accessed from the table of contents on the right.

About the Author

KendricSwissh is a Master League Warrior and Support player in Hero League. He has been playing Heroes of the Storm since the early stages of the Alpha version and has mastered a large number of Heroes. He is also creating Heroes of the Storm related content on YouTube, most notably his series called Epic Plays of the Week, which focuses on video clips submitted by his viewers. He is also a streamer on Twitch where he will gladly answer all of your questions about the game.

1. Chain Heal

Rehgar Chain Heal
Chain Heal (Q) World of Warcraft Rehgar
  • Mana: 65
  • Cooldown: 9 seconds

Heal an ally for 732 (348 + 4% per level) Health, then heal up to two other nearby allies for 366 (174 + 4% per level) Health each.

Chain Heal Icon Chain Heal heals a target ally and then jumps on two additional nearby allies, healing them for a smaller amount. This ability prioritises Heroes over other targets like minions or mercenaries.

Chain Heal is your standard healing spell and quite easy to use, yet it is very effective in what it does. While it may not be as strong as other healing spells in terms of burst numbers, the fact that it automatically heals two nearby allied targets makes up for that. Chain Heal is designed to keep multiple teammates sustained at the same time and can also be used to heal your minions in lane, to counter AoE damage from strong pushers like Tassadar or Zagara. Keep in mind, however, that Rehgar will suffer from Mana problems if you use your abilities too rapidly, and with Chain Heal being your most Mana consuming spell, you should especially keep an eye on when it is really necessary to cast it. Remember that you can quickly cast Chain Heal on yourself by pressing Alt + Q.

2. Lightning Shield

Rehgar Lightning Shield
Lightning Shield (W) World of Warcraft Rehgar
  • Mana: 60
  • Cooldown: 8 seconds

Imbue an ally with lightning dealing 141 (67 + 4% per level) damage a second to nearby enemies. Lasts 5 seconds.

Lightning Shield Icon Lightning Shield places a 5-second buff on an allied target, which causes the target to deal damage every second to all enemies in a small radius around it.

The name of this ability may be a bit misleading at first because you do not actually shield your allies with it (unless you decide to go for the Level 7 talent called Earth Shield Icon Earth Shield). However, Lightning Shield is a great tool to make a mobile tank or warrior, who is capable of diving far into the ranks of the enemy team, even more dangerous. It is also your main priority ability when clearing Mercenary Camps on your own, as it will damage multiple enemies at the same time. Keep casting Lightning Shield as soon as it is available to increase your damage against both easy and hard Mercenary Camps. You can also use Lightning Shield on your Earthbind Totem Icon Earthbind Totem to damage hostile minions waves from afar. Simply place the totem next to the enemy wizard minion (the one that also spawns a Regeneration Globe after it dies), followed by Lightning Shield, to make sure it will hit the entire wave. This may be especially useful against troublesome enemy Heroes like Zagara or Azmodan, who will likely try to bully you out of lane. Remember that you can quickly cast Lightning Shield on yourself by pressing ALT + W.

3. Earthbind Totem

Rehgar Earthbind Totem
Earthbind Totem (E) World of Warcraft Rehgar
  • Mana: 50
  • Cooldown: 15 seconds

Create a totem that slows nearby enemies by 35%. The totem has 476 (226 + 4% per level) Health and lasts for 8 seconds.

Earthbind Totem Icon Earthbind Totem creates a totem on targeted location that will slow nearby enemies by 35% until destroyed or until it expires. The totem lasts for 8 seconds, and can be damaged and killed by enemy basic attacks.

Earthbind Totem is Rehgar's only crowd control spell, which slows enemies in a small radius around the totem. Depending on where the totem gets placed it will fulfill a different purpose. You can use it offensively to chase and slow down enemies who are currently retreating, or you can place it defensively next to enemy frontliners if your team is getting engaged, to buy some extra time for your allies, which will allow them to position themselves properly. As previously mentioned, you can also use Earthbind Totem to provide some waveclear if combined with your Lightning Shield. Keep in mind, however, that Earthbind Totem does have a fairly long cooldown of 15 seconds. It is a powerful tool to provide some crowd control for your team, but it needs to be placed with diligence. Another thing to keep in mind is Earthbind Totem's short casting range, which will require you to make sure that it is actually safe to cast it, without putting yourself into a dangerous position by getting too close to the enemy team.

4. Ancestral Healing

Rehgar Ancestral Healing
Ancestral Healing (R) World of Warcraft Rehgar
  • Heroic Ability
  • Mana: 80
  • Cooldown: 100 seconds

After 1 second, heal an allied Hero for 3401 (1615 + 4% per level) Health. Cannot be used on yourself.

Ancestral Healing Icon Ancestral Healing is the Heroic Ability we recommend you to take at Level 10, as you will see on the talents page. Ancestral Healing will, after a short delay of 1.5 seconds, heal the target ally for a great amount. It is worth noting that the ability is not channeled, and that you can perform any other actions you wish during the 1.5-second delay. It can only be cast on Heroes, and if the targeted Hero dies before the heal is actually applied (so, during the 1.5-second window), Ancestral Healing will be placed on a 10-second cooldown.

Ancestral Healing is a remarkable healing spell, which is capable of restoring large amounts of health points to an injured Hero. It is an ability that can significantly influence the outcome of an entire team fight by either saving one of your comrades (if you time Ancestral Healing correctly), or by losing one of your teammates (if you cast Ancestral Healing too late). This may sound like a heavy burden on your shoulders, however, with a little bit of practise, you should be able to learn quite quickly how to use your Ancestral Healing properly during heated team fight situations. The following will assist you in that endeavour.

Rehgar Ancestral Healing Late

Too late: due to the 1.5 second delay, it is extremely risky to cast Ancestral Healing if your allied target is about to die. It may trick enemies into performing a reckless maneuver to finish a wounded target off, but, if you time your Ancestral Healing misses by just a millisecond, you may end up losing a valuable team member. Besides, keep in mind that if your targeted ally dies while Ancestral Healing is still in its delay phase, you will have to wait 10 seconds before you can cast a new one.

Rehgar Ancestral Healing Early

Too early: if you cast Ancestral Healing too early on your desired target, it will almost be as harmful as an Ancestral Healing that had been used too late, because most of the heal will go to waste. Try to remain calm and observant during team fights, and keep an eye out for injured targets that are in real need of Ancestral Healing.

Rehgar Ancestral Healing Correct

Correct: using your Ancestral Healing on a target that is currently being focused by the enemy team, and still has around half of its health points, is in most cases a good choice. This way you ensure that your ally survive the 1.5-second delay of Ancestral Healing and that your spell heal for a decent amount.

5. Ghost Wolf

Rehgar Ghost Wolf
Ghost Wolf (D) World of Warcraft Rehgar
  • Trait
  • Cooldown: 0 seconds

Instead of using a mount, you transform into a Ghost Wolf with 20% increased Movement Speed. Basic Attacks in Ghost Wolf form cause you to lunge at your target and deal 75% bonus damage. Dealing damage, using Abilities, and channeling cancels Ghost Wolf form.

Ghost Wolf Icon Ghost Wolf (Rehgar's trait) acts as Rehgar's mount. It instantly transforms Rehgar into a Ghost Wolf, increasing his movement speed by 20%. It can be cast while moving. While in Ghost Wolf form, your first Basic Attack deals 100% bonus damage and also causes you to lunge at your target. However, it will also cancel Ghost Wolf form.

Rehgar's trait is quite unique compared to other Heroes. It replaces your mount entirely and allows you to seamlessly enter Ghost Wolf form, which lets you run faster and makes your basic attacks hit harder. Keep in mind, however, that after cancelling your Ghost Wolf form you need to wait for 5-second before you can use it again. Rehgar's trait offers him great mobility, which allows him to reposition himself very quickly during team fights and skirmishes. By the same token, Rehgar can use the enhanced Basic Attacks of his Ghost Wolf form in order to clear minion waves and Mercenary Camps a lot more quickly. We recommend you use this trait as frequently as possible, especially if you are planning on improving it with the Feral Heart Icon Feral Heart talent at Level 4, and Blood and Thunder Icon Blood and Thunder talent at Level 7.

6. ChangeLog

  • 13 Sep. 2016: Updated Ghost Wolf's description following the changes of the Machines of War patch.
  • 29 Apr. 2015: Improved the description of Ancestral Healing to clarify that the ability is not channeled, and that if the target dies before the heal is applied, the ability is placed on a 10-second cooldown.
Force desktop version
Force mobile version