Uther Abilities and Strategy
Welcome to our Abilities page for Uther. Here, we give you an overview of every ability in Uther's kit. For each of them, we explain what it does, how to best use it, and how it works in combination with Uther's other abilities. We also give you strategy tips to play Uther efficiently.
1. Uther's Tips and Tricks
- Holy Light is expensive and has a long Cooldown; use it sparingly, and against targets currently being focused down.
- Holy Radiance is an effective way of applying Devotion's Armor-granting effect to several allies at once, including oneself.
- Use Hammer of Justice against high-priority targets that must be crowd controlled or have crowd control on them that is about to expire.
- Divine Shield has broadly different offensive and defensive uses; pay attention to your enemy's and your own team compositions to find out who the aggressor should be.
- Divine Storm should be used along Hammer of Justice to lock down key targets for an extended period of time. Space out using the two Abilities to make the most out of their stun duration.
- Death is not the end for Uther; remember to use Devotion to heal allies even after falling in battle yourself. Your sacrifice may even be worthwhile should you be out of Mana...
2. Holy Light
- Mana: 90
- Cooldown: 12 seconds
Heal target allied Hero for 362 (+4% per level) Health. When used on a target other than Uther, also heal Uther for 181 (+4% per level) Health.
Holy Light is one of the strongest instant single-target healing Ability in the game. Holy Light's raw power is compensated by its long Cooldown and heavy Mana cost, meaning that special care must be taken when choosing a target for it; this Ability is in fact why Uther is generally considered to be Mana-inefficient when compared to other healers. Still, Holy Light's value does not lie in its mediocre healing per Cooldown, but in its instantaneousness and raw healing amount; you must use this to your advantage by prioritising allies that are under immediate threat of dying. An important aspect of properly using Holy Light is to avoid overhealing; Holy Radiance should instead be used to top off your allies' Health, when needed.
3. Holy Radiance
- Mana: 70
- Cooldown: 12 seconds
Heal all allied Heroes and Minions in a line for 177 (+4% per level) Health, dealing 177 (+4% per level) damage to enemies.
Holy Radiance's power stems from its area of effect. Though it requires your allies to be positioned in a line for best results, the Ability becomes extremely efficient if you can manage to heal more than two targets with it. The damage Holy Radiance inflicts, although unimpressive, is a small bonus that can also reveal Bushes and Stealthed Heroes. It is interesting to note that Holy Radiance also heals allied Minions, making it a good Ability to use on-Cooldown while laning, aiming for entire Minion waves and opposing Heroes, if possible, for some poke damage. Holy Radiance is the best way of applying Devotion's Armor effect to multiple allied Heroes at once, which is an excellent way of mitigating much incoming team fight damage.
Since Holy Radiance has a short traveling time, it essentially acts as a skillshot that requires you to align with as many heroes — allied and enemy — as possible, for maximum effect. Healing should be your primary concern unless the damage can earn you a killing blow that your team would otherwise not be able to secure.
4. Hammer of Justice
- Mana: 40
- Cooldown: 8 seconds
Deal 109 (+4% per level) damage and Stun the target for 1 second.
Hammer of Justice's strength lies in its reliability: it is a targeted Ability, meaning that it can never miss, unlike skillshots. Its stunning component is useful to initiate, peel, follow up, and interrupt channeled abilities. It generally makes Assassins afraid of being within melee range of Uther as well, which is a valuable attribute for an otherwise relatively vulnerable Support Hero. Due to its relatively long Cooldown and mediocre damage, Hammer of Justice should exclusively be used when its stunning effect will be useful.
5. Divine Shield
- Mana: 80
- Cooldown: 90 seconds
Make an allied Hero Invulnerable and increase their Movement Speed by 20% for 3 seconds.
Divine Shield's unique effect allows you to force any focus away from your selected target. It is versatile in that you can use it to prevent incoming damage while your healing Abilities are coming off Cooldown, ensure the escape of a teammate, or simply make your choosen damage dealer unstoppable and completely free to deal their damage. This last point is particularly unexploited by players, as it requires a high level of communication to pull off, though it can be especially effective. Favourite targets for such a strategy include deadly but otherwise vulnerable melee Heroes such as Greymane and The Butcher. Additionally, the effect can be used to make channeled Abilities such as E.T.C.'s Mosh Pit completely uninterruptible. Be sure to inform your allies of Divine Shield's Cooldown, lets they might engage thinking it is available.
6. Divine Storm
- Mana: 80
- Cooldown: 80 seconds
Deal 170 (+4% per level) damage and Stun nearby enemies for 1.75 seconds.
Divine Storm's strength lies in its large area of effect and reliability. Although not directly targeted, its effects are instantaneous, making it very hard to avoid. Its stunning component is useful to initiate, peel, follow up, and interrupt channeled abilities. It generally makes Assassins afraid of being within melee range of Uther for any extended period of time. A best-case scenario generally involves hitting an entire enemy team, though this is seldom possible. Resorting to hitting two or even one key target for potential follow-up by your own team is viable. As with most lengthy crowd control effects, targeting Heroes that have access to Cleanse or similar effects will prevent them from protecting allies.
Uther himself can combo Divine Storm with his own Hammer of Justice followed by Benediction, and then another Hammer of Justice cast for an oppressive 3.25 seconds worth of unavoidable hard crowd control. This is particularly useful at locking down Healers for your team to follow up on.
7. Devotion (trait)
Allied Heroes affected by Uther's Basic Abilities gain 25 Armor for 2 seconds. This effect does not stack with itself.
Upon dying, Uther becomes an Invulnerable spirit for up to 8 seconds. While in spirit form, Uther can heal allies with Flash of Light.
While dying is never desirable, Devotion essentially turns Uther into an unstoppable healing machine, as Flash of Light's single-target healing per second potential is second to none. The fact that Flash of Light is free to cast makes killing Uther a risky move while he is out of Mana, as it gives him a temporary second wind. This can be used to your team's advantage as well, though it should not be relied upon.
More important is Devotion's passive component: that of granting any allied affected by Uther's Holy Light, Holy Radiance, and Flash of Light a significant 15 points of Armor. This defines Uther as the premiere Healer to counter burst damage. In terms of gameplay, the Trait mostly means that you need to heal targets that are currently being focused down, which should come rather intuitively.
Flash of Light has a cooldown of 1.5 seconds, which means that the ability can be used up to 6 times during Devotion.
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