Rehgar - The Ultimate Gladiator [Zul'Jin] by Haidoken

Rehgar - The Ultimate Gladiator [Zul'Jin]

By: Haidoken
Last Updated: Jan 14, 2017
33 Votes
Build 1 of 3

Rehgar

Build: Gladiator

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Rehgar

Build: Totemic Presence [WIP]

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Rehgar

Build: Arena [WIP]

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

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The orc, the myth, the legend...
In case you were uninformed, Rehgar is the biggest bamf that's ever hit Azeroth. Like Thrall, Rehgar was a slave until, guess what? He bought his own freedom cause he went on the killing spree of the century. So it makes sense that Blizzard decided to restore him to his rightful place as the baddest orc in the game with Patch 16.0; the one that introduced Li-Ming. There have been some changes to Rehgar since then, but he is ready to go Daario Naharis on the competition.

My spirit animal is the wolf...
Rehgar was always meant to be an aggressive, in your face kind of healer that doesn't have time for your nonsense. Recent patches have allowed Rehgar to reclaim much of his former glory and become the gladiator that he truly is. He has also received a good number of quality-of-life buffs that has left him in a very balanced and fun position.

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Pros
  • Incredible utility
  • Amazing at clearing lanes
  • Strong base heals
  • Extremely versatile - can spec damage or heavy healing according to team needs
  • Instant cast mount that can be used in combat
  • Can now dive onto opponents from Ghost Wolf as base ability
  • Most attractive character in the game

Cons
  • His damage is consistent, but not bursty; hard to take down some bulky opponents
  • Ghost Wolf is a 30% speed increase if untalented
  • It's the healers fault whenever someone dies.... /sarcasm
  • Limited to one Rehgar per match/team [depending on QM/HL/TL que]
  • Ancestral Healing can no longer be self-cast as of March 16, 2016

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Your first pick is going to be Electric Charge that will increase the range on your lightning shield. You know what that means? Sit back down and I'll tell you. It means that no one is getting away from you and fleeing opponents are still going to get tagged by that dank shield you've got on your sexy orc bod. Not only does the increased range increase your opportunity to finish fleeing opponents who might be faster than you outside of Ghost Wolf form, but it also means that you will be able to clear lanes faster and push towers/gates/walls with greater efficiency.

Lightning Bond has a time and place that it can be used effectively, namely if you plan on rolling with a melee assassin or warrior at all times so that you can both be in the thick of the battle. If you don't mind sharing in the glory and can coordinate with your homies, this can be a decent pick over Electric Charge. Just be sure to pick your partner well, because if you get split from your team frequently, for whatever reason, then this will have been a wasted talent.

Colossal Totem isn't needed because nothing is getting away from your fierce Ghost Wolf leap - you should be able to get onto whatever target you want and then drop your totem as needed. Having the increased range and area is a padding talent for new players. You shouldn't think of earthnind totem as a way to trap an entire team - it's not Thrall's Earthquake. Instead, remember that Earthbind Totem is truly meant to trap one person so that they can be focused down - kind of like Lamb to the Slaughter.

Wolf Run is a tempting pick to get on par with regular mount speed, however the rest of the talents in the tier are all better options for round one picks.






Your level 4 talent needs to Stormcaller so that you can more easily keep your Lightning Shield up at all times. You might look at Feral Heart and think that that would be a better way to conserve mana, but you can't afford to be spending all your time in Ghost Wolf form because your team needs your damage. The increased duration will also stack with Rising Storm later on at level 16.

Spiritwalker's Grace, Healing Totem, and Feral Heart are all healing talents that each have their merit in the right situation. However, Stormcaller is going to provide the greatest benefit for the aggressive playstyle that we're going for here.






At level 7, we're going to pick Blood and Thunder. As a general rule of thumb, you usually want to take the talent that has the most violent name in the tier. Lok'tar ogar! Blood and Thunder works great because it allows you to refresh ALL your cooldowns by two seconds every two seconds through Ghost Wolf form. This means that you're tossing out more Chain Heal, putting up Lightning Shield more frequently, and slowing the enemy team more often with Earthbind Totem.

Totemic Projection is something that I've played around with, but I've found that I almost always need to refresh an ability sooner than I need to re-drop my Earthbind Totem. Regardless, Blood and Thunder allows you to drop your Earthbind Totem more frequently anyway.

Farsight is unnecessary because you don't need to worry about where the other team is; they're already worried about where you are. However, if we're talking about utility picks then I would take Cleanse over Farsight just because clever totem placement can grant the precious vision that you're seeking.

Cleanse is for carrying teammates that don't know how to dodge enemy CC. We're here for glory and honor; let your teammates fall by sword if they don't want to dodge Muradin's Storm Bolt. The weak perish so that the strong might thrive.






Bloodlust is your go-to talent pick. Every time. This build is all about maximizing damage and taking advantage of Rehgar's utility to make up for not taking the healing talents. If you open each team fight with Bloodlust, then you will either walk away with a mega kill or at the very least get a double or triple and force the remaining players to retreat back to base.

With the arrival of Xul this patch and his ubiquitous presence in every match, Bloodlust is taking a pretty massive hit on its level of effectiveness. If you don't know what I'm talking about, take a look at this ability he has: Cursed Strikes. That's right, a 50% slow that's going to be reapplied over and over for four seconds and then diminish two seconds later. That means that six of our ten seconds of Bloodlust are completely wasted if the other team has a halfway decent Xul that pays attention. I hate to say it, but Bloodlust is a risky pick against Xul.

Ancestral Healing is for *******. In all honesty, you really don't need this talent to put upwards of 80.000 heals on the board in a twenty minute game. Like I mentioned earlier, opening each team fight with a Bloodlust will almost always guarantee that your team wins the team fight, making Ancestral Healing a wasted talent choice because you'll never need to cast it - just top your homies off with some Chain Heal after the dust settles. Now if for some reason you're playing quick match and you end up with a team that doesn't carry anyone that would really benefit from Bloodlust, then it might be better to go ahead and take Ancestral Healing... just this one time since nobody is looking.






Earth Shield is the next pick on our journey to Valhalla. Granting a shield equal to 15% of the target's total HP, Earth Shield will let you safely dive onto the enemy team while also providing some additional security to your boys. Typically you should be casting Lightning Shield on yourself because, let's face it, everyone wants your bod and you need protection.

Tidal Waves isn't ever going to see much use, even on a heavily focused healing build.

Earthliving Enchant would be a strong pick on a healing build that needs to be discussed more in depth another day. For now, we're really just concerned with getting on the forefront of glory with Earth Shield.






Rising Storm was previously the go to talent option prior to the February 17th patch that nerfed the talent from 20% bonus to 10% bonus per stack. With this change - which we all saw coming even without Farsight - Hunger of the Wolf may prove to be a more viable talent. However that will still depend on their enemy team's comp. For now - without having done extensive testing - it will suffice to say that the two talents are equal in value.

Hunger of the Wolf is another good option for Rehgar as it allows your Ghost Wolf's basic attack to do an additional 5% of your target's max HP. This is especially useful against warrior heavy comps because you'll be able to deal a much heavier blow with your Ghost Wolf while also healing yourself for a decent amount.

Earthgrasp Totem should only be taken on a healing build because the damage lost from not taking either Hunger of the Wolf or Rising Storm isn't worth the utility increase.






Gladiator's War Shout is the final step in our ascension towards perfection. Now your allies will have some decent sustain throughout the majority - if not entire - team fight. That means that you can focus more on dishing out the DMG instead of carrying your team like a pile of wet towels.

Rewind isn't as greatly needed seeing as we already have a way to reduce our ability cooldowns by two seconds through Blood and Thunder every time we attack from Ghost Wolf form. However, Rewind can be the difference between saving your team from getting wiped and watching all your soldiers die where they stand - I say "your soldiers" because you're the alpha wolf in the pack. With Rewind up in a team fight, you have the option to drop an Earth Shield and get a Chain Heal out before dropping one more of each instantly. That's two shields worth 12% of someone's total HP pool, plus six people getting healed almost instantly. If you're quick on your paws, pay attention, and make good decisions quickly, then Rewind is a better pick over Storm Shield.

Farseer's Blessing is competitive with Storm Shield on a healing build, but we're here honor Rehgar's gladiator spirit, not make up for our allies lack of map awareness.

Storm Shield is a talent to consider taking over Farseer's Blessing on a healing build, but it really depends on how much time you spend grouped in a death ball and how much time you spend split pushing. Storm Shield is what I like to call "the lazy man's heal." Think of prayer of mending in World of Warcraft. You kind of just toss it out and everyone stops dying for a sec. I believe Rewind to be a stronger choice as it provides more healing potential while also requiring a higher skill cap to use correctly. If you're new and learning Rehgar, Storm Shield is a fine while you get used to the support role.

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Being Aggressive
Rehgar has a massive health pool on top of absurd amounts of utility, so the first thing to remember is to not be afraid to engage on the enemy team. Just remember that they're already trembling in fear at the mere sight of you and your glorious shamanistic powers.

Don't be afraid to take some canon fire if that means that you can dive onto a fleeing opponent from Ghost Wolf form and finish them off or slow them with your Earthgrasp Totem so your team can finish. You can always throw yourself a Chain Heal afterwards and the enemy team will have to walk past your lethal Earthgrasp Totem that you just dropped if they want to chase you. Once you hit 13 and have Earth Shield, it will be even easier for you to run in and finish enemy players.


Managing Mana
Your biggest mana drain is easily going to be your Lightning Shield since you ideally want to keep it up at all times. However, you shouldn't maintain the shield active just because it's off cooldown. Only toss yourself a Lightning Shield in the following situations:
  • Clearing a lane where at least half the minion wave is still alive
  • Whenever you're pushing a tower/keep/wall
  • Capturing mercenary/siege camps and bosses
  • Whenever you're attacking an enemy player


Team Fighting
This is your time to shine. This is where Rehgar excels - killing other players. Being in the middle of the arena. Because Rehgar's health pool is more than sufficient, he can safely dive onto the enemy team's front line and even go for the back line if they're not paying attention. However, this isn't just a mad dash to hit their mages and score some take downs. When opening the team fight, there's a flow of battle that needs to be followed in order to achieve maximum success.
  • Have your team get into position. Ideally they should form a semi-circle around the enemy team to be able to collapse on the focal point. The idea is to kill their tank/frontline and then move as a group after that
  • Once your team is in position, pop Bloodlust and eliminate their frontline. Typically this will mean taking out their tank first so that he can't interrupt your flow
  • You should dive onto the closest player so as not to over extend and still be in range of your backline in case they need some heals
  • Once the enemy tank falls, you can freely chase the enemy healer/backline. Because Rehgar can dive and then drop his Earthbind Totem, it's your job to get onto your team's next target and CC them so that your team can catch up and secure the kill
  • Remember that your team is a wolf pack and you're the alpha. Lead with wisdom


Laning
You want to know the mark of an awful healer and horrible support? When they say something ridiculous like, "if you want heals, then stay by me." Rehgar's crazy good mobility makes him a prime candidate to run between lanes and support his team wherever he is needed. There are really two philosophies when it comes to laning as Rehgar: solo laning or supporting a lane.

Solo Laning
Spoiler: Click to view


Supporting A Lane
Spoiler: Click to view


Please keep in mind that these two schools of thought are what I think of in regards to playing Rehgar and don't apply to every character/role/team comp

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Good Team Picks - The People You're Going To Carry

Warriors

Artanis - Swaps for Days
Spoiler: Click to view


Arthas - More CC Than Frost Mage
Spoiler: Click to view


Diablo - Choke Slammin' Fools
Spoiler: Click to view



Assassins

Valla - Putting Arrows in Knees
Spoiler: Click to view


Kerrigan - Queen of Wombo Combo
Spoiler: Click to view



Specialists

Sgt. Hammer - Full Metal Death
Spoiler: Click to view

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Alternate Builds - Totems

Whether you're playing team league, quick match, or hero league, there will always be some haters that won't appreciate the majesty of Rehgar and his huge ability to wave clear and do hero damage. So, here's some alternate builds that are also extremely effective that build into either Earthbind Totem or Chain Heal.


Totemic Presence
This build has rapidly become by go-to build for team league because of the incredible potency of Rehgar's tasty totems. Today's meta is all about crowd control and mitigating crowd control, so anyting that contributes to the team's overall kit is greatly appreciated. To keep things brief, Rehgar + this build = Johanna - Iron Skin.



Level 1:
Colossal Totem just makes everything else about this build so much better because it increases your ability to land CC on those ugly mages who sit on the very edge of team fights. Now you can leap from Ghost Wolf onto an enemy frontliner, drop Earthbind Totem totem, and still catch the back line in your dank slow.

Level 4:
Feral Heart is the answer to all your mana concerns. Once you have this talent, you can pop into Ghost Wolf for decent mana regen and get a nice boost whenever you have to travel across the map for objectives and team fights. Essentiallly you should always be in good shape mana ways before engaging in team fights with this talent.

Level 7:
Totemic Projection extends the duration of your mini Earthquake by 50% for a total of 12 seconds of CC plus the ability to re-locate your totem once during the duration. this means that there are no survivors on the enemy team because you can leap from Ghost Wolf onto anyone trying to get away and re-locate your Earthbind Totem to snare any stragglers.

Level 10:
Bloodlust is possibly one of the most powerful ultimates in the game, especially when paired with the proper team. I don't need to go into great depth here about why this talent is so, so juicy, but suffice it to say that the word "bloodlust" is defined as an, "uncontrollable desire to kill or maim others."

Level 13:
Tidal Waves takes three seconds off your Chain Heal cooldown so long as you are able to cast it onto three allied heroes every time. I consider this to be the strongest healing talent in the tier unless your are stacked with other heroes that have high HP pools to beenfit from earthshield. In most cases, you will be able to benefit from the full effect meaning that you can cast Chain Heal three times in 18 seconds, whereas it could only be cast twice in 18 seconds previously.

Level 16:
Earthgrasp Totem is the worst thing that could happen to a highly mobile meta. A 90% slow is devastating to a fleeing opponent and life-saving to an injured ally. Leap onto pursuing enemies to drop a fat slow on them and heal your boy back to full so that you both can advance in the opposite direction to live to fight another day.

Level 20:
Gladiator's War Shout takes everything good about Bloodlust and makes it even more terrifying. 60% healing is basically self-sutain healing on every one of your teammates, which frees you up to cast some Lightning Shield and do some fearsome Ghost Wolf damage. Alternatively, you could also take Storm Shield as a buffer going into a team fight.

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Alternate Builds - Utility

Arena
This build aims to increase Rehgar's overall utility by taking talents that grant previously unavailable abilities. This is the preferred build by many players, however I feel that it doesn't really excel in any particular area and rather fills in the gaps that are left by the rest of your team. I would ideally use this build in a double support comp.

Level 1:
Level 4:
Level 7:
Level 10:
Level 13:
Level 16:
Level 20:

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Important Timers
First Tribute: ~2:30 [+/- 15 Secs] after match starts
Next Tribute: ~2:30 [+/- 15 Secs] after the previous tribute was captured
Boss Respawns: 4:00 after being killed




Important Timers
First Mines Open: 1:15 after the match starts
Mines Reopen / Skulls Spawn: 2:00 after the previous Grave Golem died




The Tomb of the Spider Queen feels like a really small map, which means that you'll be seeing lots of team fights throughout the duration of the match. So there are a few different approaches to tackling this map and two specifically that I want to address here: two lane split push and standard.

Two Lane Split Push
The most important thing on this map is definitely the objective and it's constantly going. So the mentality with this strategy is to be thinking "always be pushing the objective". So here's how we do that. We're going to let one champ - preferably someone like Sgt. Hammer - push the top lane alone. The rest of the team should move as a group between mid and bot lane, clearing lanes and collecting gems while also snagging some kills along the way. This four person death ball will do one of two things: the other team will chase your top laner for a "free kill," but that just allows your death ball more time to push a wall and and topple some towers over while the top laner escapes to safety. The other option the enemy team has is to engage in a team fight to try and stop your momentum; this strategy, however, is quite foolish on their part because no one can beat the team with Rehgar on it. The reason to keep your siege character on top is so that they can maintain vision on the boss.

Standard
Here the goal is to simply play the map like you would any other. That is to say, keep presence in all three lanes and collect gems until your team can turn in for the spiders. Once your team can summon the spiders, you're going to want to push as a team and - depending on how well you're handling the team fights - possibly send someone else to siege a different lane. Pushing mid is typically best as it allows your team more mobility and also makes it easier for your split pusher to go either top or bot without getting confronted by the other team.

Playing a standard strategy will be a safe approach, however, I feel that trying something unexpected like the two lane split provides your team with a surprise factor that can topple the other team's confidence and make them wonder what's going to happen next.

Important Timers
Boss Respawns: 4:00 after being killed







Important Timers
First Dragon Knight: 1:15 after the match starts
Dragon Knight Respawn: 2:00 after the previous Dragon died




Important Timers
First Temple: 1:15 after the match starts
Temple Reactivates: 2:00 after the previous temple assault
Boss Respawns: 4:00 after being killed




It's really easy to ignore mid lane on this map and that's because it doesn't really offer a whole lot when compared to top and bot lane. Bot lane is especially lucrative when it comes to farming xp and pushing a lane in because it offers siege giants and mercenaries. For this reason, you're going to want to place your strongest solo laner here and make sure they are constantly taking the siege giants and the enemy siege giants when they can. I like having Zagara on this map because she can just absolutely lock down bot lane here and because it's so small she can easily maintain creep over the entire lane.

The most important thing on this map is to remember to collect the coins throughout the duration of the match. Try to think about it like getting the eight red coins in Super Mario 64; you either do it or you don't get the star at the end. So save Peach from the castle and get those coins. Rehgar has a really easy time grabbing them and it's easy enough for him to leave lane for a few moments to snag some coins and maybe even some siege giants if he's on bot.

As far as laning goes on this map, I prefer to focus top and bot lanes as mid lane is somewhat worthless when it comes to resources. So if Rehgar is running from bot to top or top to bot, he can stop in mid and clear then lane with Lightning Shield before moving on.

Important Timers
First Treasure Chest: 0:50 after the match starts
Treasure Chests Respawn: ~3:00 [+/- 30 Secs] after the previous chests were captured
Boss Respawns: 4:00 after being killed






In all honesty, I'm not a big fan of this map, but it's not my least favorite either. The reason I don't like Garden of Terror is because the objective camps are fairly spread apart in such a way that it inhibits team fights from breaking out and limits the amount of attempts people make to steal the other team's camp because it's "too deep into enemy territory."

I say, "nonsense!" Rehgar has the capacity to get in there, steal some seeds and grow the weed. Even if you don't have enough time to collect all the enemy seeds, you can at least dive in, steal what's on the ground, drop Earthgrasp Totem, and then Ghost Wolf to safety.

Important Timers
First Night: 1:30 after the match starts
Next Night Phase / Seedlings Spawn: 3:20 after the previous night






My personal way to come at this map is to maintain lane control and only make a push when you've got the immortal going with you. Now don't get me wrong, if you can tear down some cannons along the way as you're picking up camps and clearing lanes, then all the power to you. But essentially this map comes down to controlling the immortal and controlling the immortal comes down to deciding when to defend and when to team fight.

First Immortal
Spoiler: Click to view


Important Timers
First Immortal Encounter: 1:45 after match starts
Immortals Return: 1:45 after the surviving immortal is killed



Infernal Shrines

Important Timers
First Shrine Activates: 1:45 after match starts
Next Shrine Activates: 1:45 after the summoned Punisher is killed



Towers of Doom

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This match was played on the Garden of Terror and Artanis was our designated weed driver. We didn't spend a lot of time team fighting, but rather we tried to gather seeds, keep the lanes clear, and maintain pressure with the mercenary and siege camps throughout the duration of the game. Kerrigan and I mostly focused on diving fleeing enemies before they could get back across their gate during a push.


This game was played on the tomb of the spider queen. Because the main focus of this map is gather gems and then push, I spent a lot of time going up and down between lines, clearing out minion waves with Lightning Shield. Because their comp had a Thrall, Li-Ming, and a Nova, I felt forced to be more cautious than I want to be. My concern was that I could easily get caught too deep onto their side of the battle after diving from Ghost Wolf and getting sniped by Nova and Li-Ming from a distance while Thrall rooted me in canon fire.

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Progress Notes

The following is a list of items that need to be changed, fixed, or removed that I am currently aware of. For ease of progress, I've divided my notes in different sections, but the lists are not indicative of the order in which I'm going to address each issue.

Quality/Presentation
Content
  • Add more warriors to the team picks section
  • Add more assassins to the team picks section
  • Add support characters to the team picks section
  • Add map specific strategies to each map
    - Add a section for Towers of Doom
    - Add an image for Towers of Doom map in map strategies section
  • Add to the playstyles section
    - Managing mana section
    - Team fighting section
    - Create section on combos and priorities
  • Add recommended talent builds to each character in the team picks section

I'm updating the guide and adding to it as frequently as I can, but it's hard to find time between class, work, and getting ready to get married. Thanks for being patient!

If you see something you like, toss me an upvote. If you see something you don't like or something that needs to be changed, let me know in the comments so that I can address it. We live as a wolf pack, we die as a wolf pack!

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