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.
Uther's Tips and Tricks
- Having high cooldown and Mana cost, Holy Light should preferably be used to save allied Heroes currently being focused down.
- Considering it pierces, Holy Radiance gives more value when used to hit multiple allied and/or enemy Heroes at the same time.
- Use Hammer of Justice on high-priority targets to help your team kill them and/or on dangerous enemy Heroes to peel for your team.
- Although being a powerful saving tool, Divine Shield truly shines when used to enable an allied Hero with high damage output to play aggressively.
- Divine Storm, in conjuction with Hammer of Justice, can be used to lock an enemy Hero in place for almost 3 seconds.
- Ideally, once all your Abilities are on cooldown, you should position as aggressively as possible and hope to be killed in order to heal your teammates with Devotion.
- Mana: 80
- 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 prioritizing 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.
- Mana: 55
- Cooldown: 10 seconds
Heal all allied Heroes and Minions in a line for 194 (+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.
Hammer of Justice
- Mana: 40
- Cooldown: 10 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 Healer. Due to its relatively long cooldown and mediocre damage, Hammer of Justice should exclusively be used when its stunning effect will be useful.
- 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 chosen damage dealer Unstoppable and completely free to deal their damage.
Aggressively using Divine Shield to enable allied Heroes requires a high level of communication to pull off, though it can be especially effective. Favorite targets for such a strategy include deadly but otherwise vulnerable melee Heroes (such as Kerrigan).
- Mana: 80
- Cooldown: 80 seconds
Deal 170 (+4% per level) damage and Stun nearby enemies for 1.75 seconds.
The fact that Divine Storm can hit multiple Heroes creates a safe area around Uther as enemy Heroes will likely try to stay away from it. Experienced opponents will be aware of this and move back when you move forward.
Uther's Basic Abilities grant 25 Armor to allied Heroes, and 15 to Uther, for 2 seconds.
Upon dying, Uther becomes an Invulnerable spirit for up to 8 seconds. While in spirit form, Uther can heal allies with Flash of Light for 230 (+4% per level).
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 and has an extremely low cooldown makes killing Uther a risky move when he has already used all his Abilities.
- 25 Armor for allied Heroes affected by Holy Light, Holy Radiance, or Flash of Light;
- 15 Armor for Uther when casting Holy Light or Holy Radiance.
In terms of gameplay, to get more value from Devotion, you should try to heal targets that are currently being focused down, which should come rather intuitively.
In coordinated play you may see this powerful Trait used at Uther's advantage. When the enemy team is already committed to a team fight, after using all his Abilities, Uther can then play as aggressive as possible and hope to die before any other teammates. At that point the rest of the team should not retreat, but keep fighting for around 8 seconds to get Devotion value.
- 22 May 2022: Guide improved.
- 17 May 2021: Guide reviewed for the latest Patch.
- 09 Oct. 2020: Guide reviewed for the latest Balance Update.
- 19 Sep. 2020: Minor fixes.
- 11 Oct. 2019: Abilities section reviewed.
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