A combat medic through and through, Uther brings both healing and a reliable stun to any composition, making him an all-around solid pickup. Though his individual damage is nothing to speak of, The Lightbringer brings an array of utilities: a stun, two heals, shielding and Cleanse (with talents), and even temporary invulnerability.
As a melee support, Uther might seem a bit of a paradox, but he proves a mighty ally on the front lines. Though his healing isn’t quite as sustained as some other supports’, Uther’s stun and Cleanse/Divine Shield combination free up his allies to do god’s work. Seeing as Uther makes more of an impact on his own team than the opponent’s, he relies on his allies to actually eliminate the enemy.
Eternal Devotion (D)
Upon dying, become an Invulnerable spirit for up to 10 seconds. While in spirit form, you can heal allies with Flash of Light.
First things first, Flash of Light:
Flash of Light (Q)
Cooldown: 1 seconds
Heal an ally for 103.5 (+22.5 per level) Health.
When Uther dies, he gets to stick around for 10 seconds in an intangible form. With no damage to deal or stuns to throw out, he can focus on keeping his teammates alive. Flash of Light’s 1 second cooldown allows for some powerful burst healing even after the grave, making Uther a valuable healer even after he’s been taken out. This can be very annoying for enemies: if they leave you alone, you heal your team, and if they focus you down, you heal your team.
Holy Light (Q)
Cooldown: 12 seconds
Heal an ally for 935 (175 + 40 per level) Health.
Holy Light is a single-target burst heal. While it’s applications are limited, it is amazing at what it does – keeping someone alive. The 12 second cooldown can be brutal if the ability is wasted, so Uther should to be sure to get a full heal out of it if possible.
Holy Radiance (W)
Cooldown: 12 seconds
Heal all allies in a line for 480 (100 + 20 per level) Health, dealing 350 (65 + 15 per level) damage to enemies
This is Uther’s second heal, and one that is far more versatile than Holy Light. Holy Radiance will heal all allies and damage all enemies in a straight line, making positioning important for harnessing its full power. Uther can chain Holy Light and Holy Radiance for powerful burst heals, or intersperse the two to stretch his restoration over time.
Hammer of Justice (E)
Cooldown: 10 seconds
Deal 250 (60 + 10 per level) damage and stun the target for 1 second.
A single-target stun from the heavens, Hammer of Justice more than makes up for Uther being a melee support. Most support characters either will either have strong healing (Rehgar) or a stun (Tyrande), but a combination of the two is a rare treasure. Uther’s two heals and the reliable stun from Hammer of Justice make him an all-around stellar support hero. Hammer of Justice is on a 10 second cooldown and can be dispensed fairly liberally, though not without thought. It makes a great tool for peeling, ganking, interrupting stuns, and catching out heroes who are overextended.
Divine Shield (R)
Cooldown: 70 seconds
Make an allied Hero Invulnerable and increase their Movement Speed by 20% for 3 seconds.
Invulnerability is about as broken as it sounds – no damage, no debuffs, no negative effects from the enemy team. A well-timed Divine Shield can be the difference between an ally’s life or death, sometimes going so far as to turn a fight around. If the enemy team jumps on Uther’s friendly damage-dealer, or even the Lightbringer himself, Divine Shield can turn their focus against them. After they’ve expended their cooldowns on, say, Jaina, only to find her still standing and slinging spells, is a sure route to a blowout.
Divine Storm (R)
Cooldown: 80 seconds
Deal 410 (68 + 18 per level) damage and stun nearby enemies for 1.5 seconds.
While it doesn’t provide the supportive dominance that Divine Shield does, Divine Storm is no less… divine. Uther’s single-target stun is already a huge boon for his team, so a secondary AoE stun can definitely do work. Divine Storm excels at assisting allies in hitting hard-to-land abilities, like Nova’s Precision Strike or Leoric’s March of the Black King. This is a great pickup for Uthers looking to be more aggressive than utilitarian.
Level 1 Talents
Recommended: Conjurer’s Pursuit
Uther’s job is to keep his team alive, and to do that at any sustained rate takes a lot of mana. Conjurer’s Pursuit ensures that, as long as he’s been conscientious about grabbing Regeneration Globes all game, Uther will not run dry easily. Given Uther’s resilient and in-your-face nature, grabbing Globes shouldn’t be a problem for him. Gaining late-game freedom from your Hearthstone is well worth a talent pickup.
Fist of Justice is great for aggressive Uthers who are looking to get the most out of their Basic Attacks and Hammer of Justice. A 1-second cooldown per hit is pretty substantial, and can allow more frequent stuns on proactive paladins.
Block is good at mitigating the damage done by Basic Attacks, and should be considered if the other team is heavy in the auto-attack department. That said, Uther is a resilient dude without Block, and he can rotate to the back line after using his stun to keep out of the crossfire.
Reach is good in compositions where Uther anticipates having to heal from afar. On a team full of mobile and dive-y heroes, this can be a decent talent pickup, but it generally falls to the wayside.
Level 4 Talents
Recommended: Protective Shield
Uther keeps people alive. Shields keep people alive. As such, it is only natural for Uther to grab Protective Shield to better protect his allies. Though the additional hotkey may initially be hard to remember, weaving in utility through extra abilities is one thing Uther is exemplary at. Protective Shield having its own cooldown helps to mitigate the lengthy timers of his other heals.
For those seeking to follow the path of the Basic Attack, Hammer of the Lightbringer is a very valuable skill. This allows him to regain mana on each auto-attack, turning creep waves and mercenary camps into mana fonts, as long as he can get a few attacks in. This can be an alternative to Conjurer’s Pursuit in tier 1, perhaps complimenting the pickup of Fist of Justice.
Amplified Healing makes Uther’s life spike up higher, but he shouldn’t be as concerned with himself as he is with his team. While it’s true that it’s good to survive, Uther can still heal after death with his trait. Bolstering his allies, be it through shielding or regenerating mana to heal more, should be the paladin’s main focus.
Boundless Conviction can be a cool pickup for Holy Radiance builds, but beyond replicating the Kamehameha, this route’s viability is dubious at best.
Level 7 Talents
Getting stunned, slowed, poisoned, blinded, or otherwise maimed can be a huge damper in a teamfight. Chaining crowd control effects can allow a coordinated team to pick off a dangerous enemy before they can do anything, making for an easy fight. These are the factors that make Cleanse such an attractive option for any Uther. Being able to not only remove these negative effects, but also prevent their reapplication for a short time, is astounding. Especially against long effects like Murky’s Octograb, Cleanse can save lives. This ability is hard to use correctly at first, but is well worth adapting to.
If the enemy has weak CC and a few cloaked enemies, Clairvoyance can be a strong pickup for map control and stealth-countering.
Burden of Guilt makes Hammer of Justice a stronger ganking tool, but is generally far below the power-level of Cleanse.
Wave of Light is a strange way to manage mana and increase heals / wave-clear, but is certainly not unplayable.
Aggressive Uthers may want Holy Fire for the added AoE presence that it brings as long as he’s on the front line.
Level 10 Heroics
Recommended: Divine Shield
Divine Storm is incredibly fun, the AoE stun is powerful, and it can make for some awesome wombo combos with some friends. As far as aggressive Uthers go, there is no better choice of heroic.
That said, Hammer of Justice already brings a stun to Uther’s kit, while Divine Shield brings something entirely new to the table. 3 seconds of invulnerability may sound quick, but in the scope of a HotS teamfight, it’s an eternity. Uther’s allies will love him as long as he’s throwing down the Divine Shields and heals, keeping his allies alive and low-key winning teamfights. With Divine Shield added to his kit, Uther can become the unsung hero of any match.
Level 13 Talents
Recommended: Shrink Ray
Adding yet another hotkey to Uther’s kit is Shrink Ray, the tank and assassin diminisher. A 4 second reduction of damage and speed on a high-priority target can give Uther’s team the breathing room it needs to win a fight, with the added bonus of being great for peeling / disengaging. Along with Protective Shield and Cleanse, Shrink Ray expands Uther’s utility by a lot.
An Uther looking to hybridize the hero’s supportive and aggressive sides may want to pick up Blessed Champion for the added heals.
Holy Shock adds to Uther’s meager burst damage by making Holy Light have a damaging side, similar to Arthas’s Death Coil.
Spell Shield can be picked up by Uthers getting ambushed and bombarded by heavy ability heroes like Jaina. With some map awareness and reflexes, however, Shrink Ray and a couple heals can often fill the same role.
Level 16 Talents
Yet another added key, Benediction supplements Uther’s utility by quite a bit. Activating this ability before using any other basic ability reduces that ability’s mana cost by 50 and cooldown by 10 seconds. This allows for a Hammer of Justice or a slightly delayed double heal, adding a bit of flexibility to the hero’s lategame plans.
Hardened Focus is cool for keeping cooldowns cut in half, but is unreliable, especially against coordinated teams. If the other team notes that Uther picked up this talent, they may do their best to keep him below 80% HP and render it useless.
Imposing Presence is a great talent if Uther is being focused by heroes with potent basic attacks. Should they continue to attack him after he picks this up, their attack speed will be cut in half.
Gathering Radiance can be a lot of fun for clearing minions and getting some clutch power-plays, but is not competitively regarded. This is the capstone to the aforementioned ‘kamehameha’ Uther.
Level 20 Talents
Dying sucks. With Redemption, Uther gets a second chance every 5 minutes. After he’s spent his 10 seconds in the afterlife healing away, he will respawn at his spirit with 50% health. This resurrection tactic gives him insane persistence in the late game. Even if the enemy team focuses him down at the start of the fight, he’ll be an invincible healer for 10 seconds and then resurrect to heal for more. When it comes to the lategame, few talents are more powerful than this.
Divine Hurricane and Bulwark of Light are both fine upgrades to the heroic, and can be chosen if dying is not a worry.
Storm Shield gives Uther yet another ability hotkey and even more team support. This can be a good pickup to mitigate some high burst early in a fight so to ease up the strain on his healing.