Uther
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				Build: Competitive (viable)

Level 1
							
Level 4
							
Level 7
							
Level 10
							
Level 13
							
Level 16
							
Level 20
							| Threat | Hero | Notes | |
|---|---|---|---|
| 8 |  | Ana | She can deny the healing of uther and with the amount of healing that we lost and the cost of it She becomes very dangerous. Luckly for us she is not in META anymore | 







| Threat | Hero | Notes | |
|---|---|---|---|
| 8 |  | Ana | She can deny the healing of uther and with the amount of healing that we lost and the cost of it She becomes very dangerous. Luckly for us she is not in META anymore | 







| Threat | Hero | Notes | |
|---|---|---|---|
| 0 |  | Nazeebo | Large amount of Damaga Over Time and area damage | 
| 0 |  | Gul'dan | Large amount of Damaga Over Time and area damage | 
| 0 |  | Lunara | Large amount of Damaga Over Time and area damage | 
| 0 |  | Malthael | Large amount of Damaga Over Time and area damage | 
| 8 |  | Ana | She can deny the healing of uther and with the amount of healing that we lost and the cost of it She becomes very dangerous. Luckly for us she is not in META anymore | 
|   | La Mano Divina - Uther | 
|   | Justicia Divina - Tyrael | 
 
						
 Uther is one of the most traditional supports in the game and is also one of the first on appear on the game. His position along the seasons has been a roller-coaster but now at days he stands in a pretty good position. He is especially good with dive or burst damage composition. Considered the right hand of
			Uther is one of the most traditional supports in the game and is also one of the first on appear on the game. His position along the seasons has been a roller-coaster but now at days he stands in a pretty good position. He is especially good with dive or burst damage composition. Considered the right hand of 	
					 Greymane.
			Greymane. 	
					 Uther shines especially against burst damage and his top weakness is Damage over time (Dot) Heroes like
			Uther shines especially against burst damage and his top weakness is Damage over time (Dot) Heroes like 	
					 Malthael
			Malthael 	
					 Lunara
			Lunara 	
					 Nazeebo &
			Nazeebo & 	
					 Gul'dan.
			Gul'dan. 
						
|   | At level 1  Wave of Light is your best option, it will help you to keep your mana up in team fights and the lane. This talent show the build you are going to take. Otherwise your build will be weaker by mixing them. Talking about Korea, they pick more  Hammer of the Lightbringer but they go for our Aggressive build because that is their META. | 

|   | Being a support that is in the medium and short range from the enemy,  Holy Fire will help you to put a little more damage on the enemies. In addition it will help you to clear the waves. Something what we lack. | 

|   | Currently we see a decrease in the Crowd Control (CC), and an increase in the amount of burst damage. For this very reason  Guardian of Ancient Kings is being more used. Since by healing an ally trapped in some type of CC you will increase his armor by 50 which will help mitigate the damage received. | 
|   | Against teams with a lot of Crowd Control  Hand of Protection is a great option. It could be used to deny powerful abilities like the  Temporal Loop of  Chromie and save an ally from  E.T.C.  Mosh Pit. Also removes silences, blinds, and slows. | 

|   | Here there is no doubt that  Divine Shield is THE option to choose. The only way you could take  Divine Storm is if you are already winning by far or if you have  Tyrael with  Sanctification. The shield will let your assassins to be as aggressive as they want or save them in case they are in great danger. | 

|   | When we have a lot of magical damage from the opponent's side like a  Chromie or a  Li-Ming this is the way to go. Consider that it does not work with all mages. Only with those with Burst Damage since the shield only protects us for 3 seconds after it connects the first skill and refreshes every 30 seconds. Against heroes like  Lunara or  Gul'dan won’t work because their magical damage is over time | 
|   | If there is not a important source of magical burst damage in the enemy team, we can use  Well Met It will help us with the protection of our backline from an enemy that keeps diving. Or let us help with the initiation of a teamfight. | 

|   | At level 16  Benediction is usually the best option. It allows you to use any of your basic skills twice. You must remember that this Active must be used before the ability you want to use twice. It combines extremely well with  Hammer of Justice as it allows two stunning to be launched immediately. You must wait until the effect of the first stun banishes to use the second Stun. Otherwise you will lose valuable time of Crowd Control (CC). | 

|   | At level 20 all the options are very tempting but the best option would be  Redemption. The mere fact of being able to return to play in case of not having used your  Divine Shield or  Divine Storm is extremely valuable, in addition to the fact that while you are in the spirit form your healing is quite good thanks to your  Devotion, Eternal Vanguard. | 

 Uther we must remember that our
			Uther we must remember that our 	
					 Devotion, Eternal Vanguard allows us to give physical armor to the allies we have healed.
			Devotion, Eternal Vanguard allows us to give physical armor to the allies we have healed. 	
					 Holy Radiance and
			Holy Radiance and 	
					 Holy Light also heal us when we use them. This allows
			Holy Light also heal us when we use them. This allows 	
					 Uther to receive a few hits instead of our partners.
			Uther to receive a few hits instead of our partners. Uther uses
			Uther uses 	
					 Holy Radiance as the main means of healing since it costs less mana and can heal several allies at once as well as it hurt enemies. On the lane this is your main source of attack and defense. Try positioning yourself by making a line between you, your allies and enemies to maximize the potential of this ability. During the first few minutes of the game it is essential that we use
			Holy Radiance as the main means of healing since it costs less mana and can heal several allies at once as well as it hurt enemies. On the lane this is your main source of attack and defense. Try positioning yourself by making a line between you, your allies and enemies to maximize the potential of this ability. During the first few minutes of the game it is essential that we use 	
					 Holy Radiance as much as possible to complete our
			Holy Radiance as much as possible to complete our 	
					 Wave of Light mission.
			Wave of Light mission.
 Holy Light is our strongest healing. Because of its mana cost and since it is a single target we must try to save it for really necessary situations. Unlike
			Holy Light is our strongest healing. Because of its mana cost and since it is a single target we must try to save it for really necessary situations. Unlike 	
					 Holy Radiance.
			Holy Radiance.
 Holy Light is the only ability that we are going to be able to use. We have to try to use it as many times as possible since it will not have any mana cost for us while we are in Spirit Form thanks to our
			Holy Light is the only ability that we are going to be able to use. We have to try to use it as many times as possible since it will not have any mana cost for us while we are in Spirit Form thanks to our 	
					 Devotion, Eternal Vanguard
			Devotion, Eternal Vanguard
 Hammer of Justice is our most aggressive ability.  A strong stun that can be used both offensively and defensively. Use it to try to prevent warriors or assassins from persecuting your most fragile heroes or the ones close to die. You can also combine it with the Croud Control of Allied Heroes to ensure a takedown.
			Hammer of Justice is our most aggressive ability.  A strong stun that can be used both offensively and defensively. Use it to try to prevent warriors or assassins from persecuting your most fragile heroes or the ones close to die. You can also combine it with the Croud Control of Allied Heroes to ensure a takedown.
 Divine Shield is a very powerful tool if you know how to use it. It is extremely good for heroes like
			Divine Shield is a very powerful tool if you know how to use it. It is extremely good for heroes like 	
					 Greymane,
			Greymane, 	
					 Malthael or
			Malthael or 	
					 Genji because it allows them to enter the enemy's team and do a lot of damage. It also can save a hero from death. We usually use it when our ally is close to death to leave in a bad spot to whoever is following him.
			Genji because it allows them to enter the enemy's team and do a lot of damage. It also can save a hero from death. We usually use it when our ally is close to death to leave in a bad spot to whoever is following him.
 Divine Storm is a heroic ability not so used but very strong if you have the right composition. Heroes like
			Divine Storm is a heroic ability not so used but very strong if you have the right composition. Heroes like 	
					 Johanna,
			Johanna, 	
					 Maiev,
			Maiev, 	
					 Gazlowe that can help you get the enemies together. This plus an explosive damage like
			Gazlowe that can help you get the enemies together. This plus an explosive damage like 	
					 Kael'thas or
			Kael'thas or 	
					 Jaina can be a deadly combination. However it requires a very coordinated team and even then it’s a little bit risky.
			Jaina can be a deadly combination. However it requires a very coordinated team and even then it’s a little bit risky.

 Hammer of Justice followed by
			Hammer of Justice followed by 	
					 Holy Radiance. This combo does a decent amount of damage plus
			Holy Radiance. This combo does a decent amount of damage plus 	
					 Hammer of Justice helps deny some damage at the same time.
			Hammer of Justice helps deny some damage at the same time. 	
					 Holy Radiance allows us to heal and put some aggression on the enemy team. After using this combo it is recommended to go back because for about 10 seconds you will not have other ability than
			Holy Radiance allows us to heal and put some aggression on the enemy team. After using this combo it is recommended to go back because for about 10 seconds you will not have other ability than 	
					 Holy Light available.
			Holy Light available. Uther should be positioned at mid-range, not so far forward as to be in a bad position, but enough to be able to continue the initiation of your warrior.
			Uther should be positioned at mid-range, not so far forward as to be in a bad position, but enough to be able to continue the initiation of your warrior. Uther is excellent on it. Accompanied by a
			Uther is excellent on it. Accompanied by a 	
					 Muradin, a
			Muradin, a 	
					 Garrosh or a
			Garrosh or a 	
					 Tyrande, each invasion becomes a sure kill most of the times.
			Tyrande, each invasion becomes a sure kill most of the times. 
						 Devotion, Eternal Vanguard you will be allowed to continue healing. (Obviously if your team has a chance to win the fight. It doesn’t make sense to die if the fight is already defined)
			Devotion, Eternal Vanguard you will be allowed to continue healing. (Obviously if your team has a chance to win the fight. It doesn’t make sense to die if the fight is already defined) Divine Shield on a hero with a full health or with more than 40% unless it’s absolutely necessary.
			Divine Shield on a hero with a full health or with more than 40% unless it’s absolutely necessary. 
						 
	 
	 
	 
	 
 Uther offers the ability to continue a chain of crowd control. Skills like Power Slide of
			Uther offers the ability to continue a chain of crowd control. Skills like Power Slide of 	
					 E.T.C. and the
			E.T.C. and the 	
					 Storm Bolt of
			Storm Bolt of 	
					 Muradin added to our
			Muradin added to our 	
					 Hammer of Justice become a strong threat when talking about ganks or team fights.
			Hammer of Justice become a strong threat when talking about ganks or team fights.
 
	 
	 
	 
	 
	 
 Divine Shield. This allows heroes like
			Divine Shield. This allows heroes like 	
					 The Butcher and
			The Butcher and 	
					 Greymane to be in the middle of the enemy team doing as much damage as possible.
			Greymane to be in the middle of the enemy team doing as much damage as possible. Malthael gives him enough time to use his
			Malthael gives him enough time to use his 	
					 Soul Rip and recover a greater amount of health to be able to remain relevant in the team fight.
			Soul Rip and recover a greater amount of health to be able to remain relevant in the team fight. Illidan and
			Illidan and 	
					 Genji will be able to enter the fight, do some damage, and exit from a possible dangerous situation. It combines especially well with
			Genji will be able to enter the fight, do some damage, and exit from a possible dangerous situation. It combines especially well with 	
					 Genji as it allows you to use your
			Genji as it allows you to use your 	
					 Dragonblade while being invulnerable and unstoppable for much of the time it lasts. I call this combo "DivineBlade" for being the combination of
			Dragonblade while being invulnerable and unstoppable for much of the time it lasts. I call this combo "DivineBlade" for being the combination of 	
					 Divine Shield and
			Divine Shield and 	
					 Dragonblade.
			Dragonblade. Uther.
			Uther. 
						
 Uther is a hero who depends a lot on his team composition and the opposite team composition.  Unfortunately he does not get an advantage depending on the battleground in which it is played. In most of them it remains standard and there are a few battlegrounds which will be difficult for him to be.
			Uther is a hero who depends a lot on his team composition and the opposite team composition.  Unfortunately he does not get an advantage depending on the battleground in which it is played. In most of them it remains standard and there are a few battlegrounds which will be difficult for him to be.



 Uther its long fights. As a consequence of this battlegrounds such as
			Uther its long fights. As a consequence of this battlegrounds such as 	
					 Braxis Holdout and
			Braxis Holdout and 	
					 Infernal Shrines are too complicated. This maps are a resistance test for the supports. If you ever find yourself in these situations try to keep as much mana as possible and only use your healings when they are really necessary.
			Infernal Shrines are too complicated. This maps are a resistance test for the supports. If you ever find yourself in these situations try to keep as much mana as possible and only use your healings when they are really necessary.








 Uther. It will depend more on the coordination of the team to take a victory. We must be very attentive of the composition we are playing against and on what map we are playing to know if
			Uther. It will depend more on the coordination of the team to take a victory. We must be very attentive of the composition we are playing against and on what map we are playing to know if 	
					 Uther is our best option or not.
			Uther is our best option or not. 
						 Uther is exceptional for healing and avoiding Burst Damage but the Damage Over Time is very complicated for him. This is why heroes like
			Uther is exceptional for healing and avoiding Burst Damage but the Damage Over Time is very complicated for him. This is why heroes like 	
					 Malthael,
			Malthael, 	
					 Lunara,
			Lunara, 	
					 Gul'dan and
			Gul'dan and 	
					 Nazeebo cause him so much trouble. In general any hero who does a good amount of Damage Over Time is going to be a pain in the eye for our hairy support.
			Nazeebo cause him so much trouble. In general any hero who does a good amount of Damage Over Time is going to be a pain in the eye for our hairy support. 
						

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