Support Guides for Main Healers by CakesHere

Support Guides for Main Healers

By: CakesHere
Last Updated: May 26, 2019
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Build 1 of 10

Alexstrasza

Build: Alexstrasza's 75

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

Brightwing

Build: Brightwing's Dream Hush

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

Kharazim

Build: Kharazim's Breath

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

Li Li

Build: Li-Li's Feet Blinders

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

Lúcio

Build: Lucio's Breakdown Barriers

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

Rehgar

Build: Reghar's Storm Stomping

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

Stukov

Build: Stukov's Touch and Reset

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

Auriel

Build: Searing Crystal Auriel

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

Malfurion

Build: Malf's Lunar Strangler

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

Anduin

Build: How you 'Duin? Anduin

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

Alexstrasza's 75 Top

They key here is to use your Gift of Life as your main heal. In this build, Abundance is used out of combat in safe spots. This can include behind the wall, halfway behind the wall, and in bushes when your team is pushing.

Ideally, when you place Abundance halfway behind the wall, your teammates outside of it can still opt to receive healing.

At Level 7, you can use your Level 4 Exuberance to pick up Lifeblossom flowers which gives you free uses of Gift of Life. Note in this build, Flame Buffet is used to poke or to provide Slow when your team is chasing. Since you receive a mana refund when hitting an already Burning enemy prioritize hitting them again over hitting someone else.

Generally at 10, Life-Binder can be a very good tool against comps that emphasize damage focus on a single target. However, it is worth noting that Cleansing Flame is a very flexible ult. You can use it both offensively and defensively. With Dragonqueen activated just before Cleansing, it makes for a very impactful landing when your ult expires.

Life Unbound and Blessing of the Red are excellent tools for keeping your warriors alive.

Build TLDR:
The key here is the 75% build. Any time your health is over hit that Q on an ally that needs it. With lifeblossom, you get free Qs as long as you are picking up the flowers, with your exuburance that shouldn't be difficult.
Abundance is used in safe areas to ensure that Alexstraza stays over 75% health.

Brightwing's Dream Hush Top

At Level 1, Hyper Shift is usually the preferred option as healing 10% of a target's health is a very good way to improve your healing in early game. Prioritize Pixie Charm on maps where the mercenary push cannot be ignored.

4,7, 16 are the Q talent choices that the preferred Dream Hush talent selections are centered on as they give Brightwing better poke (+50% range, center hits reduce cooldown, slowing, silence, and damage reduction). With center hits giving you a free soothing mist you can really boost your healing numbers.


At 10, take Blink Heal if the enemy team doesn't have Kael'thas or much dive. When facing a dive comp, Emerald Wind is an option, but against more than one dive character, the ult may not do enough on its own to be worthy of picking.

At 13, Safety Dust can provide 25% more healing, which synergizes nicely with level 20's Faerie Protector.
However, the spell power from Pixie Power can also be very useful when paired with a Faerie Protector activation.

Level 20 Invisible Friends can be useful for better out-of-combat healing or setting up an ambush/escaping a chase, but it is somewhat niche. If Magic Spit is taken at 4 Speedy Dragon can be useful if you want to guarantee more cooldown from AA. Otherwise, Faerie Protector is the best option.

Build TLDR:
Pixie Dust is your utility be sure to use this on friendly squishies or tanks in offensive and defensive situations. Polymorph the divers (ETC, Diablo, Sonya, Illidan, Kerrigan, Butcher, Kharazim, et cetera.)
Don't waste your Q's make sure you get center hits to optimize your healing numbers. Brightwing's positioning is key to get the most out of your trait.

Kharazim's Breath Top

Kharazim excels in diving comps or melee heavy teams.

Use nearby minion waves to complete Insight as soon as possible. Insight is surprisingly not difficult to complete, even in 2-lanes or when the enemy team has blinds. After that you can bring even more healing to your team in a team fight than transcendence could.

Use Spirit Ally defensively in a team fight to provide some better sustain in a longer skirmish. If the enemy has a very AA focused team Earth Ally can be a very strong pick.

Heavenly Zeal can provide healing while either enabling your team's chase, or hindering your enemies ability to chase. At 10, Divine Palm is a challenging Heroic to use. Since your allies actions, may not always be predictable, you can save these to self cast against dive heroes. Alternatively, if you can predict damage like something from Chromie that you know will hit your Ally, your Divine Palm is an effective Ancestral Heal.

Spell Shield for Mage Comps, or Sixth Sense for Root/Stun heavy teams are your two top picks.

Echo of Heaven doubles your healing of your Breath of Heaven (W) and provides additional healing as well as the initial movement speed.

Build TLDR:
Kharazim's Breath of Heaven is a follow up big heal to a Deadly Reach + Radiant Dash AA heal.
Stick close to the tanks, and attack the minion wave to keep them topped up. Once they've singled out a target and taken some damage. Dash in for unexpected damage which often can finish unsuspecting enemies. Then, follow it with breath. Anticipate chase moments offensively and defensively so that your movement speed can secure kills or save allies. Divine Palm for situations where you've predicted burst damage
i.e. KT's pyroblast/Chromie's time loop ult

LiLi's Feet Blinders Top

Eager Adventurer is often the ideal option against a dive or AA heavy team. The increased mana regen and duration buff allows you to get hit so that you can heal your team more often while being able to walk away with ease.

At 4, choose Serpent Sidekick and self-cast the serpent your W becomes a good way of keeping your health high through basic attacks and your Q can be saved to provide healing for your team. Hindering Winds is recommended against assassins with poor disengage as it helps team get kills.

At 7, The Good Stuff combos nicely with Eager Adventurer, but if you are facing CC Let's Go! is a viable option to get a teammate out of a tricky situation.

At 13, Gale Force against an AA light team or Mass Vortex against an AA comp.

At 16 + 20, Pick Me Up and Mistweaver are generally good here however if your team is struggling against AOE burst damage you can always choose Two For One and Jug of 1,000,000 Cups to handle any AOE burst.

Build TLDR:
With Eager Adventurer hold Q down when your allies aren't topped up be sure to get hit to trigger eager adventure for mana. Blind AA heroes in team fights and self-cast serpent to absorb some of the AA's damage when they are not blinded.

Lucio's Breakdown Barriers Top

Not much of a fan of new Lucio, but here's the build

At level 1, Accelerando or Party Mix.

At 4, Subwoofer

At 7 Reverse Amp.

10 Sound Barrier or High Five against CC heavy comps

13 Slip or All Together

At 16, your choice is context based have many warriors? Rejuvenescência is strong. Are you able to basic attack often? Up the Frequency.

At 20, House Party

Reghar's Storm Stomping Top

This talent selection favors Lightning Shield over Chain Heal talents, since the heal off of chain heal is mana intensive and doesn't provide enough heal even when the chain heals are talented.

At level 1 Electric Charge starts off the lightning shield talent selection. This gives Reghar the ability to give any ally, including a Nova with no means of wave clear, a means to clear waves. The extra radius can hit a single waves melee, mage, and archer positions. This can help burn down the health of an enemy mercenary quite nicely.

At level 4, Stormcaller allows you to net a maximum of +40 mana. Lightning Shield costs 60 and this talent lets you gain back up to 100. This allows you to chain heal more since a single chain heal is 55 mana. Some simple math means that your next chain heal only costs 15 mana which allows you to sustain your team longer.

At 7, Cleanse against CC comp or Blood and Thunder to reduce cooldowns on chain heal.

At 10, Ancestral Healing.

At 13, Earth Shield gives a 12% maximum health shield which is excellent for putting on a tank just before they would absorb an ult. This talent pick is still just as useful on your squishier allies since the shield still will absorb 12% of their max health as damage.

At 16, Rising Storm increases the damage for each hit which can punish the enemy team for fighting in melee longer than they should.

At 20, Farseer's Blessing allows you to provide aoe healing from your ally. This is best used when using ancestral on your tank since their health pool is considerably larger, which means more healing for allies nearby. If your team wouldn't be able to get full benefit, Storm Shield is a good secondary option against comps who can engage with a lot of burst damage.

Build TLDR:
Self-cast lightning and engage mobs with Ghost Wolf, or use to finish off a low-health enemy (safely). When healing, position and self cast to best use chain heal. Use your Earthbind Totem for providing cc.

Stukov's Touch and Reset Top

At 1 the preferred pick here is Fetid Touch, since it can be used to slow the enemy team with Stukov. The Fetid Touch choice allows you to apply slows to a team that outranges you. Low Blow is a good a secondary option, since your team is provided a ranged finish to low health heroes.

At 4 choose Vigorous Reuptake for enhancing Healing Pathogen. Note: When taking this ability be sure to wait for at least 3 healing pathogens to benefit from the bonus healing.

At 7, your goal is no longer about getting AOE slows from your Pustules. Instead, you aim to pick Targeted Excision and focus on getting single target pustule so that you get a second Bio Switch Kill in 5 seconds. With the 25% bonus from Vigorous Reuptake, your healing numbers will be even higher with this choice, since you're increasing the frequency of bio switch kill.

The Long Pitch is a great option here if you chose Fetid Touch. Consistent hits lower the cooldown of your trait and your basic abilities.

At 10, Flailing Swipe. Massive Shove can channel long enough to put Stukov in danger. Flailing Swipe does not.

At 13, Poppin' Pustules synergizes with the other picks

At 16 Superstrain or Pox Populi will provide even more benefit from pathogen.

At 20, Controlled Chaos gives you more flexibility with your strikes. The key is to use the minimum amount of charges to keep your team safe.

Build TLDR:
Self Cast Healing Pathogen and spread it to your allies in your lane. Use your silence when necessary and use the Fetid Touch on them to slow them as much as possible.

Searing Crystal Auriel Top

I've started to realize how flexible Searing Light at Level 1 makes Auriel. There can be times where you're already at full energy as your Bestow Hope ally is attacking in a team fight. Instead of sitting on full energy. it is better to use your first full energy bar offensively. Against a Melee engage or a low health enemy disengaging, this can be a great way to discourage the enemy teams engages or secure kills.

At 4, Generally Repeated Offense is the most appealing choice since it offers you a way to knockback an enemy, which can save an ally. If you have other ways to peel then Heavy Burden offers some good synergy since you can slow the enemy to guarantee your Ray of Heaven damage. However, on maps with wider lanes Majestic Span can be useful.

Once you pick up Energized Cord at 7, you can even use your Ray of Heaven for quick waveclear and still get back up to full energy with AA.

At 10 you pick up Crystal Aegis. A good pro tip with Auriel is to use Ray of Heaven just as the Crystal Aegis explodes. This gives a divine palm like effect where you prevent a lot of damage in a short period of time followed by a quick burst heal.

At 13, the choice is between either of the two Detainment Strike upgrades or Converging Force
In larger maps, assuming you picked Span at 4, Converging Force can be useful for forcing enemies in smaller space. Otherwise, Piercing Lash (in general) or Blinding Flash against AA

Pick Reservoir of Hope at 16 for some nice energy synergy. Your healing and damage from a full energy Ray of Heaven will continue to improve.

At 20, Shield of Hope for recovering in a team fight. While this hero could use a small talent rework, her recent changes to gaining energy quicker definitely make her more viable.

How you 'Duin? Anduin Top

This is mostly a Divine Star build.

At 1, Bold Strategy is generally the preferred choice however a Renew build could be better in matchups where you need more Flash Heal

At 4, Moral Compass is a great followup choice to bold strategy. If going against poke and you want a renew build Inner Fire might be better for the additional range.

At 7, Power Word: Shield or Binding Heal for Q build

At 10, it depends on the enemy comp. Against a blowup comp a well-timed Holy Word: Salvation can protect your teammates from a lot of damage. In general, Lightbomb is more flexible and cannot be interrupted, but will give you a good way to engage or disengage a team fight.

At 13, Enchant Boots - Lion's Speed can be really useful if you manage to keep Leap of Faith use to a minimum. Speed of the Pious is another decent option at this level.

At 16, Inner Focus. Lightwell can provide good healing in the area of a single map objective.
Evenhanded Blessings if against aoe damage.

At 20, Desperate Prayer can really provide a clutch heal against good enemy damage. It also can be combined with Inner Focus to halve the longer cooldown on your Flash Heal.

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