Uther
Build: Storm

Level 1

Level 4

Level 7

Level 10

Level 13

Level 16

Level 20
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(Trait) Eternal Devotion
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This skill is what can make Uther so annoying in team fights. Even if he is focused down and killed, he can still throw out heals and stuns for days, er uh 10 seconds. Even though your damage and healing is reduced by 50%,
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(Q) Holy Light
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One of the two sources of healing, the other being
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(W) Holy Radiance
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The second of Uther's healing spells, instead of being a single target skill, this one is a cast in a straight line. Every friendly hero or minion will get healed, and every enemy hero and minion will get damaged. Also no matter what direction you cast the skill in, you will always be healed. While this skill doesn't heal as much as
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(E) Hammer of Justice
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This is a single target stun with a very short range, think melee attack range. The damage on the skill isn't that great, but the point of the skill is the stun, not the damage. Being a stun, it can be used to interrupt channeled spells like
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(R) Divine Storm
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This is why people play Uther, an aoe stun, and the damage is not something to sneeze at either. Being only 70 seconds, the cooldown is short compared to other heroics. Also at level 20 you get
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(R) Divine Shield
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While I recommend taking
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![]() | Conjurer's Persuit |
This is my goto talent since you can often run into mana problems with Uther. On
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If you have a heavy dive composition like
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| If you are lacking damage on your team, I could possibly see this. However, the damage on this skill is small to begin with, so the increase won't be too much. |
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| As my manager best put it, 25% of 0 = 0. |
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0 attacks = 0 mana, if you are having mana problems run
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| Once again, you shouldn't really be getting auto attacks on the enemy. |
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If you are running a
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![]() | Protective Shield | This is what I run in 99% of my games since its basically a 3rd heal for you. Very good to bait the enemy to overextend, and then you drop this ability on them. Keep in mind this is an active, and you should practice using them. |
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I could see this being run in a
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| While this might seem good, you want your teammates to attack the person that is stunned, and if you knock them farther away, what good is that doing? |
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| I don't plan on dying on purpose, sorry. |
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This is the talent I used to run until a realized how good
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![]() | Cleanse |
This talent is extremely underrated right now. It counters so many heroics,
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![]() | Divine Storm |
AOE stun, enough said. You generally don't want to initiate with this unless you are running
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While
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| While this might be entertaining with eternal-devotion, the damage output is meh, and you shouldn't be in their back lines anyways. |
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| Yea.. no. This does make you a little tankier, but both actives bring more to the field. Also if you do end up getting bursted down early, you still have 10 seconds to use spells anyways. |
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Only really useful if you are running
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![]() | Shrink Ray |
Since the removal of
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Might seem solid on a support, but there are way better choices with
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This is a good choice for when you run
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I don't recommend this heroic, but if you take
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![]() | Divine Hurricane | 5 man stun = OP, enough said. |
![]() | Kerrigan | If kerrigan jumps in and tries to kill your team, all you do is double stun her and your carry will do the rest. |
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![]() | Tyrael |
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![]() | Stitches |
Usually when Stitches lands
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![]() | Nazeebo |
Since you have two stuns, you can very easily interrupt
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![]() | Arthas |
I think you are a very good counter to arthas, being that you can
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![]() | Brightwing |
While you might be able to get a good stun off a brightwing
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| E.T.C. |
Having melee stuns,
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![]() | Zagara |
Since you don't have great damage output if zagara uses hunters-killer on you, you have to hope one of your teammates deals with it, otherwise you will be forced to heal yourself from the damage, or leave the fight. Also if you get caught in
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![]() | Malfurion |
I was a bit torn on this matchup, but I think malfurion has an edge with
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![]() | Sonya |
I think this a bad matchup since the damage output of seismic-slaw is so high. If she use's
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In the early stages of the game, you should worrying about covering a lane's worth of XP. Often times you will have a couple people on your team taking mercenaries or ganking, but that should not be you. If you end up in a 1 v 2 lane, you should try to freeze the lane just outside the tower range so you can't be zoned from XP. Also try to keep stacking the regeneration globes when possible. |
By this time, your team should be 10, and you have your heroics. This is where you should be with your team trying to get an objective or pushing a lane. Often times team fights will happen, and you need to be there, since that is where Uther excels. Do not be afraid to use your ult just to secure a pick on one person, even just a 5 v 4 advantage could make the difference between killing the fort or not. |
Your team should be 20 if not very close, and this is where Uther really shines.
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Blackheart's Bay
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On Blackheart's Bay, I recommend sitting in top/mid lane that way you have access to 2 lane's worth of regeneration globes, as well as the 2 pirate camp globes as well. Uther doesn't really have great chest clear, but you could combo down the last couple hits very quickly with
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Cursed Hollow
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On Cursed Hollow, I recommend Uther to be middle lane. This way when ever a tribute spawns, you are closest to rotating to the tribute. Most fights on this map happen around the tribute, so having a healer there for the fight is a must. When you get a curse, don't forget to group up with your team and push, since, big surprise, Uther is not a good split pusher. While you can gather a tribute, I generally recommend against it since
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Dragon Shire
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On Dragon Shire, I recommend Uther in bottom lane. This is because you can cover the lane while your teammates clear a siege giant camp, then grab the heal globe and heal your teammates back up. Since you can heal yourself, you are pretty good at shrine control. If your team is trying to channel, you can stand on the shrine and prevent the enemy team from taking it, then try to meet back up. I do not recommend taking the dragon knight yourself since you are probably the only healer on your team. You can heal the dragon knight so don't forget that, especially on the first dragon knight since it has a low health pool. Since you are melee and don't have strong damage output, I would recommend against trying to kill the enemy dragon knight yourself, and instead try to heal your teammates that are doing the damage. If you went
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Garden of Terror
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On Garden of Terror, I recommend Uther to be one of the side laners. That way once night starts, you can either hold lane or clear the plant camp that is on your side of the map. Most people overlook clearing that, but they are fast to clear and give decent experience. Also since you are stacking regeneration globes, I would recommend you stand near the golems when you kill them. Usually when you are Uther, you are the main healer for your team, so I recommend not taking the plant terror, and let someone else take it. You also can't heal the garden terror. When the enemy has a terror, watch your feet and if needed, you can
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The Haunted Mines
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On Haunted Mines, I recommend Uther to be in a lane with 2-3 other teammates to help sustain the lane. Since the map is small, and Uther has no escapes, the enemy can easily gank him in solo lane. When mines open I would recommend to scout for your team or stick near a carry since your camp clear is not existent. Also try to help clear the golem when you can since it will drop regeneration globes for you. Sadly, you can't heal your team's grave golem, but what you can do is stun an enemy when they are standing in the root or stun range of the golem. If someone does manage to get rooted or stunned, don't forget to follow up afterwards with
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