Shaman of the Earthen Ring


Burst healing and a unique mount are the aspects that define this supportive shaman. Though Rehgar can adopt many playstyles, he makes for a highly effective backline healer, sustaining his team while eluding enemies with Ghost Wolf. Ancestral Healing, one of his heroic abilities, heals an ally back to full health after a short delay; if timed right, it can single-handedly swing a fight, punishing enemies who forfeit good positioning in order to get what looks like an easy kill.

Rehgar’s mount can be cast instantaneously and while in battle, making him one of the more mobile heroes in the game. If on a team with another healer, he can easily spec for a more damaging build, perhaps providing the extra reach his team needs. Otherwise, opting for things like Cleanse and an enhanced Lightning Shields can give Rehgar’s allies the boost they need to storm his opponents.

  • Damage
  • Tankiness
  • Healing
  • Self-sustain
  • Utility
  • Mobility


Ghost Wolf (D)

Instead of using a mount, Rehgar transforms into a Ghost Wolf, increasing Movement Speed by 30%. Basic Attacks in Ghost Wolf form deal 100% more damage, but cancel Ghost Wolf form.

A large part of what separates Rehgar from the crowd is Ghost Wolf, which gives him a unique and powerful mount – himself! While he moves slower when mounted than other heroes, his ability to mount instantaneously and stay mounted even when damaged makes this trait a thing to be desired. Because of Ghost Wolf, Rehgar makes for a slippery backline healer.

Chain Heal (Q)

70 Mana
Cooldown: 9 seconds
Heal an ally for 650 (118 + 28 per level) Health, then heal up to two other nearby allies for 325 (59 + 14 per level) Health each.

A single target heal that bounces to nearby allies. Chain Heal is Rehgar’s supportive bread and butter, and should always be aimed at whoever needs it most – the ‘ripples’ only restore half of the initial healing amount. Rehgar should use this liberally to keep himself and his allies healthy, though not at the cost of an empty mana pool.

Lightning Shield (W)

60 Mana
Cooldown: 8 seconds
Imbue an ally with lightning dealing 68 (11 + 3 per level) damage to nearby enemies and an additional 136 (22 + 6 per level) damage a second. Lasts 5 seconds.

Set this on a low-priority ally, preferably one who is near some enemies, and watch their surroundings sizzle. This is Rehgar’s main damage ability, aside from taking bites out of his enemies in Ghost Wolf form, and can deal decent damage without enemies even realizing it. Contrary to its name, this ability doesn’t actually provide any protection unless talented towards.


Earthbind Totem (E)

60 Mana
Cooldown: 15 seconds
Create a totem that slows nearby enemies by 35%. The totem has 475 (95 + 20 per level) Health and lasts for 8 seconds.

Rehgar’s only utility outside of heals, Earthbind Totem creates a long-lasting slow in an area, allowing allies to escape or catch up to enemies. The totem providing the slow can be destroyed by enemies, however, making all 8 seconds an unlikely convenience. That said, Earthbind Totem will slow enemies down whether they kill it or ignore it, making it a valuable addition to this support’s repertoire.


Bloodlust (R)

125 Mana
Cooldown: 120 seconds
Grant nearby allied Heroes 40% Attack Speed and 30% Movement Speed. Lasts for 10 seconds.

A Rehgar who takes this heroic is highly reliant upon his team to get full value out of it. With 10 seconds of insane attack speed, a well-coordinated, carefully drafted team can use this to ambush and burst down enemies in fights. With no defensive returns and an unforgiving cooldown, Bloodlust can be a double-edged sword. It’s 30% movespeed bonus shouldn’t be overlooked, as it can allow Rehgar to help allies out of a situation he might otherwise not be able too.

Ancestral Healing (R)

80 Mana
Cooldown: 70 seconds
After a short delay, heal an allied Hero for 3400 (740 + 140 per level) Health.

The single best heal in the game, Ancestral Healing can bring all but the meatiest of heroes from the brink of death to a full health bar, often turning the tide of a fight with one fell heal. This is Rehgar’s signature move and will have enemies cursing as they see the telltale beam of green light gathering over their almost-dead foe.

Ancestral Healing is a simple heroic to use, with one small catch – its delay. This delay can spell death for an ally if the ability is cast too late, or a wasted heroic if overestimated and cast too early. Mastering the little blip of time before the heal comes into play is a huge part of mastering this wolfy shaman.


Level 1 Talents

Recommended: Spiritwalker’s Grace

Rehgar excels at sustaining his allies from the back line, the only problem being his mana stores. Chain Heal is Rehgar’s most-cast ability in the majority of games, and reducing its mana cost by over a third allows him far more time on the field. Because of this, Spiritwalker’s Grace is a strong pickup for Rehgars looking to heal.

Healing Totem is another supportive ability available to Rehgar, and can heal allies for nearly 20% of their health if they stand by it for 10 seconds. However, many teamfights are quick and free-flowing, making the placement of an impactful Healing Totem a tricky proposition. On maps where zone control is key, or in compositions that entrench themselves on a piece of territory and fight to hold it, Healing Totem can be a good choice. That said, having more casts of Chain Heal often out-values the option of dropping a totem.

For Rehgars looking to supplement their team’s damage, Empowering Charge can make those blessed with a Lightning Shield pack an additional whallop for a few attacks. When paired with a high damage hero, this can add a lot of damage to a game.

Rehgar is a subpar CC hero, and building on top of Earthbind Totem with Colossal Totem does little to change this fact; Rehgar should opt for a more support-oriented talent instead.



Level 4 Talents

Recommended: Feral Heart

Free health and mana regen are too much too pass up on, especially when Rehgar can get a 75% bonus to each just for having Ghost Wolf active. Feral Heart is an excellent talent, especially when it is available at level 4. It will allow Rehgar to stay on the battlefield for far longer, roaming with teammates without having to return to base for mana. For a healer who wants to be as omnipresent as Rehgar, Feral Heart is heartbreaking to turn down.

While Shadow Wolf is cool – I mean, who doesn’t like being stealthy – Rehgar doesn’t suffer in the survivability department enough to opt for it over Feral Heart, barring some extreme circumstances. Ghost Form is usually enough to enable escape even without the stealth.

Chain Reaction takes a bit too much set-up to be consistently worth it, unless Rehgar anticipates focusing most of his heals on one target. Stormcaller doesn’t pull enough weight to warrant having its manacost reduced and its duration slightly increased.


Level 7 Talents

Recommended: Cleanse or Earth Shield

Cleanse is an amazing talent on any support and should be picked up to counteract any heavy crowd control Rehgar’s enemies might have. Even if their stuns and slows are meager, Cleanse can be the difference between an ally getting hunted down or scuttling away with impunity. The enemy team would need to be absolutely bereft of stuns, slows, and other debuffs to make Cleanse a poor choice.

Earth Shield, on the other hand, gives Rehgar a shield as well as his heals, making him ridiculously good at keeping friends alive. If allies are getting bursted down without the help of crowd control, Earth Shield is a powerful addition to Rehgar’s kit.

Farsight is a very situational pickup, and should only be chosen if against a relentless stealth setup, or a Zagara whose creep can’t be cleared by anyone but Rehgar.

Forward Momentum is awesome for a healer who wants to be in the fray, which Rehgar sometimes is. For the most part, however, Rehgar should be staying safely towards the back of a fight so to ensure he will be around to dispense heals. Cleanse or Earth Shield do far more to empower Rehgar’s kit.



Level 10 Heroics

Recommended: Ancestral Healing

Bloodlust is awesome, and I wish it saw more play, but Ancestral Healing is the ability that takes Rehgar to the next level of supporting. With good timing, Ancestral Healing can bring a hero from almost-dead to full health in a flash. Well-leveraged Ancestral Healings can turn the tide of fight, especially if used on a hero who is being focused down. If the foes vomit their cooldowns onto a single hero, Ancestral Healing can negate all that damage and leave the enemies open for counterattack. For any Rehgar looking to heal and heal well, there is nowhere else to turn besides Ancestral Healing.

That said, Bloodlust is by no means a weak heroic and has its place within Rehgar’s kit. For allies to get full value out of it requires coordination and a well-thought-out compostition, but boosting the attack speed of the likes of The Butcher or an Archon-form Tassadar can be a power play. In a hit-and-run game where quick retreats are proving more valuable than sustained heals, Bloodlust can also be used for its 30% movement speed buff.

Level 13 Talents

Recommended: Healing Surge or Feral Lunge

Rehgar is seeing a lot of play as a dedicated healer these days. As such, Healing Surge is often the best way to go once level 13 rolls around, as it increases his burst heal and his incidental heal. Especially when used in conjunction with Tidal Waves, available in the next talent tier, Chain Heal can keep a lot of people alive.

That said, in lineups with abundant healing, Feral Lunge is actually quite potent and can allow a skilled Rehgar player to trade quite impressively. If one too many foes has escaped your slavering maw, consider picking this up to secure the finishing blow.

In a build based around Lightning Shield, Reactive Spark can do a lot of work. Between the lowered cooldown and ability to suit up allies before battle, this can do a lot of work for a coordinated group. Rehgar generally sticks to the back line, making Spell Shield obsolete outside of cases of extreme burst damage.


Level 16 Talents

Recommended: Tidal Waves or Earthgrasp Totem

Getting frequent heals off is crucial in the late game, when a single death can start the snowball to defeat. Tidal Waves allows a Rehgar who is nestled in his team to throw out chain heals on a 6 second cooldown, as opposed to 9, which is a huge improvement. A Rehgar just has to make sure to be healing as many friendly heroes as possible with each Chain Heal to get the most out of Tidal Waves.

For a Rehgar who is more interested in catching enemies than he is sustaining allies, Earthgrasp Totem makes Earthbind Totem‘s initial slow 90%. This is an extremely potent slow, almost a root, and will leave most enemies caught in it susceptible to being bursted down.

Blood for Blood can be strong against enemy tanks and can keep Rehgar alive through harrowing situations, making it a good choice for battle-eager Rehgars. Lightning Bond seems like nothing but value, but Rehgar doesn’t really need to put Lightning Shield on himself – other talents in this tier are far more impactful.

Level 20 Talents

Recommended: Storm Shield or Farseer’s Blessing

Rehgar is already a master of keeping his team around full health, often making further healing unnecessary by level 20. In this case, Storm Shield is an overwhelmingly good talent, as it allows Rehgar to put up a potentially team-wide shield absorbing burst and wombo combos alike. This is a great final talent for a support-minded Rehgar, as it adds another facet to his defensive abilities.

Farseer’s Blessing is a good choice if Rehgar still isn’t healing enough by level 20 – the extra 50% heal and 25% splash makes Ancestral Healing restore a ton of health.

Rehgar doesn’t have enough high-impact, high-cooldown abilities (i.e. a stun) to make Rewind a valuable pickup: spamming Chain Heals and Lightning Shields is something Rehgar already does well, and another Earthbind Totem isn’t going to do much to turn the tide of a fight.

If a Rehgar opts to take Bloodlust and it’s working, there is no reason not to grab its upgrade, Gladiator’s War Shout. Those 10 seconds of global speed and anger can have quite the impact on the mapstate, allowing clusters of minions to blow through enemy forts and allied heroes to decimate the opposition.