Welcome to our Talents page for Auriel. Here, we give you an overview of how strong each of Auriel's talents is. Then, we present several viable builds, before analyzing each talent row separately, so that you can make informed decisions.
1. Auriel's Talent Build
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2. Auriel's Talent Build Cheatsheet
Sacred Sweep Damage BuildTalent calculator »
Sacred Sweep Blind BuildTalent calculator »
While also built around Sacred Sweep, this build sacrifices damage to allow Auriel to reliably apply Blind to enemy Heroes. It can cripple team compositions that rely on Basic Attacks for most of their damage.
Detainment Strike BuildTalent calculator »
The increased push range provided by Repeated Offense makes it easier to cause collisions with Detainment Strike. Piercing Lash makes it possible to push more than one Hero at a time. Healing allies in your frontline will cause damage to any enemies near them, thanks to Searing Light. Reservoir of Hope works well with Searing Light, because it can greatly increase the healing and damage of Ray of Heaven.
3. Level 1 Talents for Auriel
Increases the cast speed of Sacred Sweep by 50%.
Quest: Every time Sacred Sweep hits a Hero in the center, increase the center damage by 2, up to 50.
Reward: After hitting 25 Heroes, this center damage bonus is increased to 150.
Reduces the cooldown of Sacred Sweep by 3 seconds for each enemy Hero hit by its center.
Ray of Heaven also deals damage to enemies in the area equal to 30% of the energy consumed.
Swift Sweep can be useful for easing the timing of Sacred Sweep on highly mobile enemy Heroes. This allows you to more reliably land blinds if you plan on taking Blinding Flash at Level 13. It is a good choice when combined with Blinding Flash against highly mobile Basic Attack oriented Heroes like Valla, Illidan, or Tychus.
Increasing Clarity is a good Talent to take at Level 1 in most situations. Although Swift Sweep and Righteous Assault can offer more synergy with Blinding Flash at Level 13, Increasing Clarity will greatly increase your AoE damage. This helps immensely in team fights and with map pressure from waveclear.
Righteous Assault can be surprisingly effective in various matchups when combined with Majestic Span at Level 4 and Blinding Flash at Level 13. It allows you do blind enemies much more often, especially if you can land the center area of Sacred Sweep on at least 2 enemy Heroes. For this reason it is best taken when the enemy team consists of at least 2 frontline melee Heroes, as they will be easier to reliably hit.
Searing Light can be good when the enemy team has melee Heroes who will often be in range of Searing Light while you are healing your frontline with Ray of Heaven. It can also be good when your team is dive heavy, as you will also deal damage to enemies while healing your frontline. Searing Light should not be used to deal damage exclusively; it should only be used as an added damage effect to enemies who happen to be within the AoE of Ray of Heaven casts that are being used for healing. It may also be tempting to hold Ray of Heaven until damage and healing can be done. However, Ray of Heaven should always be used to heal allies as soon as they need it.
4. Level 4 Talents for Auriel
Increases the radius of Sacred Sweep by 15%.
When an enemy Hero is stunned by Detainment Strike, their Movement Speed is slowed by 40% for 3 seconds after the stun.
Enemies hit by Detainment Strike are knocked back 25% farther.
Quest: Every time Detainment Strike stuns a Hero, increase the stun damage by 10, up to 60.
Reward: After stunning 6 Heroes, increase this damage bonus to 250.
Majestic Span increases Sacred Sweep's already impressive AoE, granting it synergy with 3 of Auriel's Level 1 Talent choices. This Talent is simple and straightforward, and will never be a bad choice if you are unsure of what to take.
Heavy Burden adds to the utility of Detainment Strike, and increases the window of opportunity for your team to get a takedown when your target is stunned by it. Enemies stunned by Detainment Strike will be less likely to be aggressive after the stun, making this Talent good for offensive and defensive plays. It is best taken with compositions that are looking for picks.
Repeated Offense adds a small amount of damage to Detainment Strike's stun. More importantly, it increases the number of situations where Detainment Strike can result in a stun. The additional knockback distance also increases the viability of using Detainment Strike to peel from positions where a collision is not possible. This Talent adds some much needed versatility into Detainment Strike, and can open up some surprising plays. Think about the location where your target will end up. Try to maximise the use of Detainment Strike by pushing enemies into precarious positions. Be careful not to push enemies into safety with this Talent. While saving enemies should always be a concern when casting Detainment Strike, this Talent exaggerates the effects of its erroneous use.
5. Level 7 Talents for Auriel
Collecting a Regeneration Globe reduces the cost of Auriel's next Ray of Heaven by 75%.
Auriel stores 25% of damage taken by allies with Bestow Hope.
Increases the energy stored from Auriel's Basic Attacks to 100% of the damage against Heroes and 45% of the damage against non-Heroes.
Does not affect Auriel's Bestow Hope ally.
Glimmer of Hope helps you reserve some of your Energy if you are able to gather a Regeneration Globe before casting Ray of Heaven. While there is the Searing Light Reservoir of Hope combo dream, this will rarely work out well in real matches.
Energized Cord is an excellent Talent because it allows you to gather much more Energy for yourself via Basic Attacks. This will translate to more healing for you and your team. This is often the best choice, because it makes you less reliant on your team's performance.
6. Level 10 Talents for Auriel
- Cooldown: 80 seconds
Channel on the spirit of a dead ally for 0.5 seconds. After a 5 second delay, they are brought back to life with 50% of their maximum Health at the location where they died.
- Cooldown: 60 seconds
Place an allied Hero into Stasis for 2 seconds. Upon expiration, Crystal Aegis deals 255 (+4% per level) damage to all nearby enemies.
Resurrect is good in matchups where you will often win teamfights, but take casualties in the process. It is great with Heroes who do something beneficial when they die, like Tyreal. With Angelic Flight at level 20 you will be able to sneak and revive allies who will have large death timers at that stage of the game. Resurrect can also help stave off defeat in games where teammates are not on the same page. If you find that your team is often down a player before objectives, consider taking Resurrect. This will allow your team to contest the objectives on even footing. Be aware that Resurrect's revive effect does not deny the enemy team the original kill experience; and if used poorly, can result in unintentional feeding.
Crystal Aegis is the go to Heroic Ability for Auriel. It will allow you to save teammates (and yourself) from a variety of negative effects, including death. The main advantage to Crystal Aegis over Resurrect is that you can save an ally without allowing the enemy team to get any kill experience. Resurrected allies can sometimes die a second time, in which case the enemy team would get two kills instead of the one they would get from a failed save attempt from Crystal Aegis. Crystal Aegis also provides a large damage field upon expiration which will either serve to deter enemy Heroes away from your target, or deal a large amount of damage to them.
7. Level 13 Talents for Auriel
Enemies hit by the center area of Sacred Sweep are blinded for 2 seconds.
Enemies hit by the outer area are pushed slightly toward the center.
Detainment Strike now pierces and hits all enemy Heroes in a line, reducing the cooldown by 2 seconds for each Hero hit.
Blinding Flash is very useful against enemy team compositions that are built around Basic Attack damage, but will have little effect on mages. As with other blinds, it can completely shutdown individual Heroes who rely on Basic Attacks for several aspects of their kit, like Illidan.
Piercing Lash pushes all enemy Heroes caught in Detainment Strike's thin line. This can allow you to peel multiple Heroes who are pursuing you or your teammates. Piercing Lash also makes it possible to stun more than one Hero at a time with Detainment Strike.
8. Level 16 Talents for Auriel
Quest: Each maximum energy Ray of Heaven Auriel casts increases the maximum amount of energy that can be stored by 75.
Allies with Bestow Hope gain 20% Attack Speed.
Allies with Bestow Hope gain 10% Spell Power.
Reservoir of Hope is a great talent that allows you to increase your total burst heal from Ray of Heaven. In games where you are able to fill your Energy bar very often, this Talent can stack quite nicely to secure victory. However, in many games you will find that allies need healing before you have a full Energy pool. In these types of matches, it may be best to take one of the other great Talents at this Level.
Will of Heaven is best taken when your main Bestow Hope target primarily deals damage through Basic Attacks. This Talent can help create a hyper-carry out of one of your teammates when it is paired with other Attack Speed buffs that exist in the game; however, it does have a notable impact on Basic Attack oriented Heroes its own.
Wrath of Heaven is best taken when your main Bestow Hope target primarily deals damage through use of their Abilities. If you notice that a mage on your team is outperforming other players in a given match, this Talent can give them the edge they need (and give you the Energy you need,) to carry the game.
9. Level 20 Talents for Auriel
Resurrected allies gain 200% increased Movement Speed, decaying over 4 seconds. While a resurrected ally remains alive, Resurrect's next cooldown recharges 100% faster.
When Crystal Aegis expires, it grants the target 75 Armor for 5 seconds, reducing damage taken by 75%.
- Cooldown: 30 seconds
After 2 seconds, fly to a target location.
- Cooldown: 60 seconds
Activate to grant all nearby allied Heroes a shield for 3 seconds equal to 50% of the amount of Health they are missing.
Light Speed is an extremely fun talent that gives your Resurrect target a comedic amount of Movement Speed upon being revived. The cooldown reduction it can provide is also very useful, because Resurrect has a long cooldown otherwise. Take this Talent if you are already getting good value out of Resurrect in a match. If you are struggling to successfully Resurrect allies, one of the other options may be better.
Diamond Resolve is a game changing Talent pick, as it adds significant survivablilty to your Crystal Aegis targets. This can allow them to either get away to safety, or use the damage reduction to charge forth with aggression. It will usually be the best choice when Crystal Aegis is taken at Level 10.
Angelic Flight can be useful for sneaking to downed allies to apply Resurrect. This can save your team from being forced into a map objective while outnumbered. This tactic will be useful in matches where your team is often down a player, for whatever reason.
Shield of Hope is a great Talent when you need to shield multiple allies at the same time; and it can work well with both Level 10 choices. Remember that this shield will do nothing to full Health allies, but should immediately be used to save any imperiled low health allies.
- 10 May 2018: Talent discussion updated to reflect balance patch.
- 26 Aug. 2017: Bursting Light removed.
- 14 Aug. 2017: Adjusted Level 7 Talent suggestions to current meta.
- 29 Apr. 2017: Updates to Talent suggestions and strategies following Heroes 2.0 Launch event
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