Heroes of the Storm: Uther guide
Uther held Raynor’s hand through Jim’s orientation of Heroes of the Storm and now he’s here to hold our hands through matchmaking! Uther was the founding paladin of the Order of the Silver Hand, a holy warrior that uses the power of the Light to heal his allies while also smacking his foes with a big hammer. If you’re looking for a hero that can toss out a lot of healing and be the conductor of a rampaging crowd control train (and look good doing it), then blow your whistle and read on!
Uther is a melee support, using heals and stuns to keep his team alive and the opposing team considerably less alive. His single target heals and array of stuns get Uther a lot of work, though his lack of mobility and frequent mana issues leave something to be desired. However, do not let these minor quibbles deter you from hoisting your hammer above you and championing Uther, for the Light!
Holy Light – A fairly vanilla heal, Holy Light heals a single target for a moderate amount. This will be your primary source of healing on a single target, and with a talent can turn into a mediocre damaging spell. Holy Light is a fairly expensive cast, which leads Uther to having some mana management issues.
Holy Radiance – A straight-line skillshot, Holy Radiance hurts enemies and heals allies along its path. Proper usage requires some skilled positioning, especially if you want to body block an opponent, hit them and heal your allies on the other side of the enemy hero. Because Holy Radiance is a skillshot it can be used to flush characters out of stealth — follow that up with a quick stun and it’s goodnight, my someone, goodnight!
Hammer of Justice – This ability could be my favorite stun in the entire game. It’s simple yet effective — no frills, no additional benefits or drawbacks, just a 1 second stun. Uther’s heals are nice, but Hammer of Justice opens the door for so many plays that it’s the main reason he’s picked.
Divine Shield – Uther’s first heroic ability is Divine Shield, a single target ability that makes your chosen ally Invulnerable, as well as 20% faster, for 3 seconds. Toss this on an ally targeted by a Pyroblast and that ally will take no damage, as long as Pyroblast hits the ally when Divine Shield is still up. The cooldown on this ability has recently been increased from 70 to 90 seconds, meaning you can’t do it quite as awesome, but it’s still a strong protection ability to keep your team going. Put it on a Valla during Strafe or an Illidan whenever he’s being focused (so, anytime basically) and let them do their work carefree for those few seconds.
Divine Storm – A talent after my own heart, Divine Storm is an AOE stun for 1.5 seconds, just begging to be paired with other large AOE abilities that can lead to substantial plays and potential upsets. The only downside to Divine Storm is that it has to be cast in melee range, exposing Uther to the slugfest that is the front line.
Eternal Devotion – Uther’s trait is interesting and slightly reminiscent of Tyrael’s. Instead of dealing damage like Tyrael, Uther returns in spirit form to heal allies using Flash of Light, which heals for half the amount of Holy Light but on a 1.5 second cooldown. Though in the latest patch Eternal Devotion’s duration was reduced from 10 to 8 seconds, this still lets you help sustain your team through a team fight or heal a chaser just enough to snag that final hero kill for a nice advantage.
Although the Lightbringer’s lore in the Warcraft universe leads one to believe Uther would be a warrior or assassin in Heroes, he is in fact a support character and, as such, should be played cautiously. Even though he has the highest health pool of all of the support heroes, due to his lack of a disengage Uther is still a prime target for enemy assassins and crowd control.
Uther is rated “easy” by Blizzard, and I find myself mostly agreeing with them for once. Mechanically, there isn’t much to Uther; the only complicated bits are knowing when to stun an enemy for maximum effect, and that lesson is learned quickly once your intended target slips away because your timing was off.
His flexibility allows this paladin to slot into most teams fairly well. Divine Storm is a great follow up to Gazlowe’s Grav-O-Bomb 3000 or Johanna’s Condemn, which can then be followed by any on-demand AOE burst damage to a devastating effect. When used at the right moments, Divine Shield can turn a potential team wipe into an effective push. And Hammer of Justice is just plain good, no matter what your composition is.
Despite his team flexibility, there really aren’t that many ways to play Uther effectively. There certainly are damage oriented builds, like this one that focuses on buffing Holy Radiance, but most competitive builds are aimed towards a clear support role. My go-to build is something like this, with talents like Protective Shield and Shrink Ray intended to assist allies in taking down targets rather than attempting to go for takedowns myself.
Level 1 At the start of the game I’m usually deciding between Conjurer’s Pursuit or Fist of Justice, and the determining factor in this decision is usually how many regen globes I can expect to get over the course of a match. If it looks like I’ll be laning for a while (whether that’s because of a lack of objectives to move for, or the presence of a roaming hero like Nova), then Conjurer’s Pursuit could get a lot of value — especially since Uther runs into a lot of mana issues.
Reach could be useful when paired with front line heroes like Zeratul or Sonya, allowing you to be more protected in the back line while those heroes go to town in melee. For me, this talent seems less useful because it attempts to address a problem that is easily solved by your teammates playing intelligently and not overextending.
Block would be good against heroes with strong auto attack damage such as Valla and Illidan, and could even put a crimp in Nova’s plans to take you down with a Snipe into an Anti-Armor Shell-ed auto attack. Fortunately for Uther he can heal, has access to a shield, and can stun on a relatively low cooldown, so for me Block doesn’t seem to be worth a whole lot.
Level 4 I usually opt for Protective Shield at level 4; paired with Holy Light, this talent will allow you to keep an ally healthy for quite a long time.
Boundless Conviction is not a bad call for improving your AOE healing, as well as making clearing minion waves a tad easier.
Hammer of the Lightbringer and Amplified Healing are less than stellar, for different reasons. If you’re having mana problems on Uther (and you will) a better talent than Hammer of the Lightbringer is Conjurer’s Pursuit at level 1. And Amplified Healing looks like it wants to work with Block and a few other talents to create some sort of awkward Uther-tank.
Level 7 This talent tier is a tough one. Burden of Guilt adds a slow after Hammer of Justice’s stun expires, making it easier to isolate a single enemy hero and take them out. Cleanse is great for getting your allies out of similar situations as it removes just about every status ailment under the sun. And although it may not be the most popular talent out there, Clairvoyance can be very handy for providing vision (a very important piece of information) and revealing stealthed heroes.
Wave of Light looks decent to increase Uther’s AOE healing throughput and help mitigate his mana issues, but I feel like the other talents this tier outcompete Wave of Light. And Holy Fire is a bit weird in that it attempts to support the previously discussed Uther-tank playstyle that I just don’t think is viable.
Level 10 Heroic talents are available at level 10, and Uther has two pretty good ones. Try not to get them confused because they start with the same word.
Divine Shield is a good ability to pick up if you have a particularly deadly but squishy ally like Kael’thas or Illidan, though in most circumstances I find myself picking up Divine Shield when it seems like Divine Storm won’t do any good. If you don’t think you can regularly hit at least 2 members of the opposing team with Divine Storm, without getting yourself killed in the process, then Divine Shield may be the better pick.
Level 13 Uther’s top two picks at level 13, at least in my opinion, are Shrink Ray and Spell Shield. Shrink Ray is a powerful cooldown available every minute and an absolute pleasure to use on an Avatar-ed Muradin or an Archon-ed Tassadar. Spell Shield can be very effective against enemies like Kael’thas who rely on abilities rather than auto attacks to deal their damage.
Blessed Champion doesn’t seem too bad if you have a melee-heavy team, though again that puts Uther in harm’s way. And Holy Shock turning Holy Light into a damaging ability when used on enemies? In theory it could be useful, but not only would it be hard to target if you have any melee in the thick of it, it could put off a live-saving heal for 8 seconds. If you really need a ranged ability other than Holy Radiance for damage, there’s probably something funky with your team comp.
Level 16 There are a couple relatively good options this tier and a couple of poor options. Imposing Presence isn’t a talent I would call worthless; it can be a powerful defense against heroes reliant on their auto attacks for damage, but it’s not something that sees a lot of use. As is the case with Block, Uther’s heals and stuns do a fairly good job at keeping his health bar green.
Gathering Radiance can be some nice additional damage to add on during team fights, but you’ll likely be using Holy Radiance more to heal allies than to take down enemies this late in the game. Note that the damage added on by Gathering Radiance does not apply to healing as well, which makes this talent even worse.
My usual go-to this tier is Hardened Focus, since as a healer it shouldn’t be too difficult to keep your health above 80%. Unfortunately this talent translates into higher mana usage, so if you didn’t take Conjurer’s Pursuit earlier this might not be the best grab.
The other good option at level 16, Benediction allows you to burst out a lot of healing or stuns on short notice, and on a 40 second cooldown you’ll be doing that often. An important thing to note with Benediction is that it reduces the mana cost of the ability by 50 and the cooldown by 10 seconds, which just so happens to be the mana cost and cooldown of Hammer of Justice. Did someone say back-to-back stuns? I think so!
Level 20 The final group of talents in the game comes at level 20 and, despite my uncanny ability to find fault in at least one talent each tier, I find myself seeing valid reasons to take any one of these talents.
Bulwark of Light/Divine Hurricane take your level 10 talents and simply make them better, which is always a nice thing. The duration increase on Bulwark of Light and the radius increase on Divine Hurricane are not nearly as significant as the cooldown reduction baked into these talents. If, in the course of your match, you feel like your chosen heroic should be nominated for an MVP award at the end of the game, taking its respective level 20 talent would not be a bad call.
Storm Shield expands Uther’s AOE support toolkit a bit with very few positional requirements. One important thing to note about Storm Shield is that the shield generated is scaled relative to the target’s maximum health and not Uther’s, nor does the shield absorb for a flat amount across all heroes. This can add up to a lot of damage negated on bulky warriors. That said, Storm Shield is likely the least useful talent this tier because the last talent at level 20 is the stuff of legend.
Redemption brings Uther back to life at half health after Eternal Devotion expires, a talent he definitely could have used in Warcraft 3. With this talent, you can: heal your allies and stun your enemies, be killed, heal your allies while in ghost form, come back to life, heal your allies and stun your enemies, be killed, heal your allies while in ghost form, and then finally be sent back to the Nexus to wait out your spawn timer. And all the while the enemy team is focusing on you and ending your double life, your team is free to focus down whichever hero their hearts desire.
With a fairly great selection of talents and oodles of healing and utility, Uther is a smart pick for many different team compositions. If you spot Uther on a free rotation, or on sale in the store, I’d highly encourage you check him out — and I’m not just saying that because I main a ret paladin in WoW! As always, if you have any questions or comments, feel free to drop them in the comment section below!
Written by Dan Desmond. Last updated 11/17/2015.