Rehgar Abilities and Strategy
Welcome to our Abilities page for Rehgar. Here, we give you an overview of every ability in Rehgar's kit. For each of them, we explain what it does, how to best use it, and how it works in combination with Rehgar's other abilities. We also give you strategy tips to play Rehgar efficiently.
1. Rehgar's Tips and Tricks
- Rehgar is surprisingly good at clearing Mercenary Camps all by himself.
- Using Ghost Wolf's empowered Basic Attacks while fighting enemy Heroes or clearing Mercenary Camps increases your damage output significantly.
- It is better to cast Ancestral Healing too early than too late. The more the enemy focuses on killing a single target of your team, the earlier you should cast Ancestral Healing on them.
- Lightning Shield can be cast on Earthbind Totem to damage Minion waves from a safe distance.
2. Chain Heal
- Mana: 55
- Cooldown: 8 seconds
Heal an ally with a wave of healing for 260 (+4% per level) Health. The wave then bounces 2 times to nearby allies within 7 range, restoring 260 (+4% per level) Health to them.
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 Xul 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.
3. Lightning Shield
- Mana: 60
- Cooldown: 8 seconds
Imbue an ally with lightning dealing 64 (+4% per level) damage a second to nearby enemies. Lasts 5 seconds.
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 13 talent called Earth Shield). However, Lightning Shield is a great tool to make mobile Warriors or melee Assassins, who are 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 to damage hostile Minion 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.
4. Earthbind Totem
- Mana: 50
- Cooldown: 15 seconds
Create a totem that slows nearby enemies by 35%. The totem has 217 (+4% per level) Health and lasts for 8 seconds.
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.
5. Ancestral Healing
- Mana: 80
- Cooldown: 100 seconds
After 1 second, heal an allied Hero for 1180 (+4% per level) Health.
Cannot be used on Rehgar.
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.
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.
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.
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.
- Mana: 70
- Cooldown: 90 seconds
Grant nearby allied Heroes 40% Attack Speed and 25% Movement Speed and causes them to heal for 30% of the Basic Attack damage to their primary target. Lasts for 8 seconds.
Bloodlust allows your team to close in on to your opponents very fast while at the same time increasing their Attack Speed and Movement Speed significantly. What makes Bloodlust a truly powerful Heroic Ability with strong Basic Attackers, such as Illidan or Valla, is the inherent 30% Life Steal.
Keep in mind that Bloodlust can also be used defensively in order to escape dangerous situations, for instance, when facing the enemy team with a number's disadvantage. We cannot stress enough how powerful Bloodlust's Level 20 upgrade, Gladiator's War Shout, becomes during the late game. With the improved Life Steal, your Warriors and Assassins become self-healing powerhouses that are both deadly in combat and very hard to take down.
7. Ghost Wolf
Instead of using a mount, Rehgar transforms into a Ghost Wolf with 20% increased Movement Speed. Basic Attacks in Ghost Wolf form cause him to lunge at his target and deal 75% bonus damage. Dealing damage, using Abilities, and channeling cancels 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.
- 15 Dec. 2016: Updated Bloodlust description following the changes in Ragnaros patch.
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