Welcome to our Talents page for Rehgar. Here, we give you an overview of how strong each of Rehgar's talents is. Then, we present several viable builds, before analyzing each talent row separately, so that you can make informed decisions.
1. Rehgar's Talent Build
|1||✔ ✘ ✔|
|4||✔ ✔ ✘ ✔|
|7||✔ ✘ ✔ ✘|
|13||✔ ✔ ✘|
|16||✔ ✘ ✘|
|20||✘ ? ✔ ✔|
2. Rehgar's Talent Build Cheatsheet
AoE Heal BuildTalent calculator »
The AoE Healing Build allows Rehgar to protect multiple allied Heroes at the same time. At Level 4, Spiritwalker's Grace can be a good alternative choice if you think Healing Totem will get destroyed too often. Advanced Rehgar players can swap Storm Shield with Rewind, which can be very powerful as well. However, Rewind usually requires stronger mechanics and game sense than Storm Shield to get maximum value.
Single Target Protection BuildTalent calculator »
The Single Target Protection Build is recommended when your team faces a lot of burst damage. At Level 1, Wolf Run is a solid talent if you play on larger maps or if you want to make sure that you can stay close to the focused target more efficiently. Warriors and other high health targets greatly benefit from Earth Shield at Level 13. At Level 20, Storm Shield provides further protection, whereas Rewind allows you to cast two instances of Earth Shield in a row, which makes it a great alternative choice as well.
3. Level 1 Talents for Rehgar
Increases the area and range of Earthbind Totem by 50%.
Increases the radius of Lightning Shield by 25%.
Increases the Movement Speed of Ghost Wolf from 20% to 30%.
If you choose Colossal Totem, which greatly increases your early game crowd control potential, we strongly suggest picking Earthgrasp Totem at Level 16 as well. Both talents combined allow Rehgar to chase retreating enemies extremely well.
Wolf Run removes Ghost Wolf's biggest disadvantages, which is his slightly reduced movement speed compared to normal mounts. We find this particularly important on extremely large maps, such as Warhead Junction or Garden of Terror.
While Electric Charge remains an underwhelming talent. The slightly increased radius of Lightning Shield is barely noticeable and the resulting additional damage is too minimal to make it worth picking.
4. Level 4 Talents for Rehgar
Reduces Chain Heal's Mana cost from 55 to 40.
Increases Health and Mana Regeneration by 75% while in Ghost Wolf form.
When Lightning Shield damages an enemy it restores 4 Mana, up to 100.
- Cooldown: 30 seconds
Activate to place a Totem that heals allied Heroes in an area for 2% of their maximum Health every second for 10 seconds.
Feral Heart greatly increases your Mana and health regeneration while you rotate around the battleground in your Ghost Wolf form, which proves to be particularly efficient on larger maps like Cursed Hollow or Garden of Terror. While laning, Feral Heart removes the need to sometimes having to use the Hearthstone to teleport back to your base because you are low on health or Mana. All in all Feral Heart keeps Rehgar sustained throughout the game, which in return enables him to keep his allies sustained as well.
Healing Totem has its uses, particularly in the early game. It can allow your team to outsustain the enemy while fighting for objectives and it is also a useful tool to keep allies, who struggle in lane, in good shape. In order to maximise Healing Totem's efficiency, make sure to place it behind walls or areas obscured by Fog of War, since enemy AoE damage or Basic Attacks can destroy it relatively quickly.
Stormcaller offers too little to match the other Level 4 talents.
5. Level 7 Talents for Rehgar
Ghost Wolf attacks reduce Basic Ability cooldowns by 2 seconds.
- Cooldown: 16 seconds
Activate to reveal an area for 5 seconds. Enemies in the area are revealed for 3 seconds.
- Cooldown: 60 seconds
Activate to make target ally Unstoppable for 1 second. Cannot be cast on yourself.
Increases Earthbind Totem's duration from 8 to 12 seconds, and it can be reactivated to move an existing totem to a new location once.
Cleanse is a strong talent on Rehgar, although he loses some significant cooldown reduction if he decides to neglect Blood and Thunder. However, cleansing allied Heroes who are impaired by enemy crowd control effects can sometimes prove to be more efficient than being able to cast Chain Heal more often. If you notice that the enemy team composition relies heavily on stuns, roots, or slows, Cleanse can completely thwart their plans. Keep in mind that Cleanse can be used preemptively as well, in order to make allied targets temporarily immune to imminent crowd control effects. Simply use Cleanse shortly before abilities like Tyrael's Judgment or Malfurion's Entangling Roots are about to hit your teammates to negate the respective crowd control effect.
Blood and Thunder increases Rehgar's supportive capabilities tremendously. Not only does it lower the cooldown on his most important healing ability, Chain Heal, it also allows him to cast Lightning Shield more frequently, which is particularly strong on offensive Lightning Shield builds and/or if Earth Shield is picked at Level 13.
Farsight could be a viable talent option if the enemy team composition relies on one or several Stealthed Heroes such as Nova or Zeratul. But even then it would remain somewhat questionable, whether the ability to potentially spot a Stealthed Hero outweighs the possibility to save an ally's life after being locked down by crowd control effects. We do admit, however, that in the highest echelons of competitive play Farsight can also be a great tool to keep track of the enemy team's movements. But in a more casual environment, we do not recommend this talent.
Totemic Projection adds more crowd control to Rehgar's kit, however, its impact during team fights remains rather limited. Consequently, it simply cannot keep up with the utility and protection Blood and Thunder and Cleanse provide you with.
6. Level 10 Talents for Rehgar
- Mana: 80
- Cooldown: 100 seconds
After 1 second, heal an allied Hero for 1180 (+4% per level) Health.
Cannot be used on Rehgar.
- 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.
Ancestral Healing is an extremely powerful healing ability that is able to turn the momentum of a team fight in your favour. Please refer to the the Abilities section in order to better understand this very useful Heroic Ability.
Bloodlust is an all-in Heroic ability at, as it provides significant self-healing from Basic Attacks and will also increase the Attack Speed and Movement Speed of nearby allies. However, there is one thing to be considered: Bloodlust can be countered relatively easily if the enemy team simply disengages from a team fight (which most teams will do once they spot you casting Bloodlust). All in all, we want to highlight that Bloodlust, in most cases, remains a very risky pick, since it forces your allies into a certain playstyle that they might now necessarily feel comfortable on. Thus, unless you play in a premade team composition specifically designed around Bloodlust, we still recommend Ancestral Healing.
7. Level 13 Talents for Rehgar
Lightning Shield gives Heroes a Shield that absorbs damage equal to 12% of their maximum Health for 3 seconds.
Reduces Chain Heal's cooldown by 0.75 seconds for each Hero healed.
When Chain Heal heals a Hero below 50% Health, they are healed an additional 225 (+4% per level) Health over 5 seconds.
At Level 13, Earth Shield offers significant single target protection. It becomes especially beneficial to Heroes with a high health pool, notably Warriors and melee Assassins, who usually dive deep into the enemy lines. Simply put, Earth Shield provides great value, while not having any particular downsides. It can be used offensively on one of your initiating melee Assassins or Warriors, or defensively to protect teammates who are being focused by the enemy.
Tidal Waves' major drawback is its Mana consumption that comes with the cooldown reduction. However, if you face burst heavy team compositions, the reduced cooldown on Chain Heal makes is crucial to keep injured allies in the fight. Overall, Mana management becomes incredibly important when playing with Tidal Waves, which is why we suggest picking Spiritwalker's Grace at Level 4 to help out in that regard.
Earthliving Enchant does not offer enough enough value in most cases, as it only triggers its bonus healing when the respective ally is below 50% of their maximum health.
8. Level 16 Talents for Rehgar
When Earthbind Totem is first cast, it slows nearby enemies by 90% for 1 second.
Ghost Wolf attacks against Heroes deal an additional 5% of the target's maximum Health and heal Rehgar for 5% of his maximum Health.
Every time Lighting Shield damages an enemy Hero, increase that Lightning Shield's damage by 15%. Stacks up to 15 times.
Earthgrasp Totem does have strong synergy with Colossal Totem at Level 1. The initial 90% movement speed reduction can single-handedly turn the outcome of a team fight, since it allows you to either chase retreating enemies or prevent engaging opponents from reaching your back line.
Since Rehgar should never be played like a full-fledged melee Assassin, Hunger of the Wolf becomes an invalid choice, especially when compared to the other talents at Level 16. Hunger of the Wolf does not add any crowd control to help control team fights and its bonus damage is a lot lower than that provided by Rising Storm.
9. Level 20 Talents for Rehgar
Increases healing amount by 75%. Allies near the target are healed for 75% of the amount of Health regained.
Increases Bloodlust's healing from 30% to 60% of Basic Attack damage done.
- Cooldown: 60 seconds
Activate to reset the cooldowns of your Basic Abilities.
- Cooldown: 45 seconds
Activate to give all nearby allied Heroes a Shield for 20% of their max Health for 3 seconds.
Storm Shield is one of the most powerful defensive activatable talents in the game. It can be put to great use on Rehgar as well, especially if you get the feeling that your team needs additional and immediate protection. Storm Shield will allow you to sustain ongoing pushes and sieges, and is a great tool to stop enemy AoE damage.
Gladiator's War Shout works very well on ranged and melee Heroes with fast Basic Attack speed, such as Valla, Illidan, or Raynor and provides them with a lot of self-sustain. But it also works quite well on Rehgar himself, especially his Ghost Wolf attacks benefit greatly from the additional healing.
The reason why Storm Shield is superior to Farseer's Blessing is because it is more reliable. Storm Shield does not require your allies to position themselves close to the ally that received your Ancestral Healing. All in all, the total amount of health points preserved by Storm Shield will almost always be greater than the amount of health points restored by Farseer's Blessing, which is why you should not choose this talent.
- 30 Nov. 2017: Changed Wolf Run from Situational to Recommended.
- 28 Nov. 2017: Removed Lightning Bond from Rehgar's talents following the latest balance patch.
- 15 Dec. 2016: Updated a number of tooltips and explanations following Ragnaros patch, but no changes were made to the talent recommendations.
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