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Eternal Vanguard: A Comprehensive Uther Guide


Uther is the best enabler support in the game. He can allow your tanks and mages to land their CC/Spells by briefly stunning enemies with Hammer of Justice or laying the smack down on them with Divine Storm. He can also enable your melee assassins by giving them extra tankiness with armor and burst healing -- or simply by making them invincible with Divine Shield and god-cleanses. The main skill that makes or breaks Uther players is their ability to be patient with their cooldowns and wait for the most opportune moment to heal, stun, heroic, and even die.

When To Pick Uther

In the current meta, Uther is certainly among the top three strongest support Heroes. Although he excels against burst comps looking to cc and blow-up a single target, he can still be picked early in draft because of his ability to enable high-damage dive comps, as well as counter-dive comps with his point and click stun and his ability to keep his team alive even after he dies.

Getting the Most Out of Your Abilities 

Devotion, Eternal Vanguard: Giving allies you heal 15 Armor helps supplement Uther's low sustain-healing by giving him very impactful in-combat heals. If your damage dealers are trading with your opponent's damage dealers, having an extra 15 Armor should allow them to trade up in damage. Eternal Vanguard is very important to utilize as a way to help sustain your team. If your team is trading well in kills, it can help to try and absorb all the enemy damage/attention and heal up your allies after to try and snowball the fight with the extra healing.

Holy Light: This is your single-target anti-burst sustain heal. To get the most value out of Holy Light you want to use it on the target the other team is focusing and you want to use it right when they've taken enough damage that healing them would put them at maximum health. Healing as early as possible is crucial because you don't want to lose any of the heal, but you really want your ally to have the 15 armor before the enemy uses their big damage/burst abilities. Sometimes a Q and a Cleanse can save an ally just as well as a Divine Shield would, so look for opportunities to hold onto your Heroic to use it as an enabler instead of a saving ability. 

Holy Radiance: This is your AoE sustain heal. With voice comms added into the game you can now ask your team to line up for your heal so that you can line yourself up to heal your whole team in one shot. This is also your wave clear ability, although it doesn't do that much damage, the added effect of healing your minions can help get your team ahead in rotations if you wait for your minion wave to take a bit of damage and then heal it up and damage the enemies wave in the same cast.

Hammer of Justice: Point and click CCs are rare to come by, which means that Uther having one as a basic abilities is a huge reason for his resurgence in the competitive meta. Hammer alone forces the other team's high-mobility assassins like Genji or Li-Ming to worry about walking into your stun range, because even with its brief .75 second stun, it sets up your teammates for other more powerful CCs. Hammer of Justice doesn't have to be held only to prevent dive either -- it is a relatively low cooldown and low mana cost -- so it can be used to look for opportunities to kill front-liners.

Divine Shield: D-Shield often feels essential to Uther's kit. Landing a shield right before a large burst of damage hits an ally or shielding your Greymane when he dives the back line giving the enemy team no way to stop him from killing everything, can feel very satisfying. Although D-Shield in theory is very straight forward, often there are times where it is better to Cleanse an ally and hope they run out and reset instead of using D-Shield. If you can hold your Heroic until it is enabling kills instead of preventing deaths, it can facilitate game-changing plays.

Divine Storm: Although D-Shield is a very strong Heroic, there are games and situations where Divine Storm can single-handedly change the course of a game. If the other team lacks a cleanse or a way to save a target and/or your team has good follow-up, Divine Storm can be a menace for the other team to play around. If the other team has a Genji or a Zeratul looking to dive your backline and they dont have a support with cleanse hanging around, your back-liners and threatening to E-stun + D-Storm them can make your opponent feel powerless for a whole game. Just be sure that your team has fast enough damage to kill someone in the approximately two-second duration that they are locked down for.

Choosing the Optimal Build 

There are two meta Uther builds: the Holy Shock Build, which excels at self-sustain, poking down, and finishing off squishy back-liners like Li-Ming or Tracer and the Hammer of Justice focused build, which helps Uther get an extra stun off in a CC-chain and solves his mana problems.

 
Uther : Holy Shock
Silver Touch
Quest: Reduce damage from Heroic sources with Devotion. Reward: After reducing damage 40 times, Holy Light's Mana cost is reduced from 90 to 70. Reward: After reducing damage 80 times, Holy Light's Mana cost is reduced to 50, and its range is increased by 50%.
Holy Shock
Holy Light can be used on an enemy to do 50% of its healing amount as damage. When used this way, Uther receives its self-healing benefits, its cooldown is reduced by 6 seconds, and it refunds 45 mana.
Hand of Protection
Activate to make target ally Unstoppable for 1 second. Cannot be cast on Uther. Basic Attacks reduce Hand of Protection's cooldown by 5 seconds.
Divine Shield
Make an allied Hero Invulnerable and increase their Movement Speed by 20% for 3 seconds.
Well Met
When used against Heroes, Hammer of Justice reduces the target's Movement Speed and damage dealt by 25% for 3 seconds.
Benediction
Activate to reduce the Mana cost of Uther's next Basic Ability by 50 and its cooldown by 10 seconds.
Redemption
After Eternal Devotion ends, Uther revives at the spirit's location with 50% of his maximum Health.


Holy Shock is the better build when the other team has a hard time sustaining against your Q-poke with either a Rehgar or a Kharazim paired with low-health pool assassins that rely on their mobility to survive; simply put, they cannot dodge the point and click damage. This build also excels against teams that proc your Level 1 quest frequently, such as Tracer/Genji/Arthas, completing the quest around or at Level 4 can help you spike really hard by having early game Holy Shocks only costing 5 mana.

 
Uther : E 1-4 Uther
Hammer of the Lightbringer
Quest: Basic Attack enemies 75 times. Reward: Basic Attacks reduce the cooldown of Hammer of Justice by 1.5 seconds. Passive: Basic Attacks restore 1.5% of Uther's maximum Mana.
Pursuit of Justice
Hammer of Justice increases Uther's Movement Speed by 25% for 3 seconds.
Hand of Protection
Activate to make target ally Unstoppable for 1 second. Cannot be cast on Uther. Basic Attacks reduce Hand of Protection's cooldown by 5 seconds.
Divine Shield
Make an allied Hero Invulnerable and increase their Movement Speed by 20% for 3 seconds.
Well Met
When used against Heroes, Hammer of Justice reduces the target's Movement Speed and damage dealt by 25% for 3 seconds.
Benediction
Activate to reduce the Mana cost of Uther's next Basic Ability by 50 and its cooldown by 10 seconds.
Redemption
After Eternal Devotion ends, Uther revives at the spirit's location with 50% of his maximum Health.


The Hammer of Justice focused 1-4 build is better in all situations where Holy Shock doesn't find value, but is also very good against dive heroes who want to stick in the fight for a while. You can often get 3-5 stuns off if you can auto-attack consistently. This can also be nice if you have two other ~1 second or longer CCs on your team. If you lead with your stun to set up your tank's CC and then have a mage or bruiser with another CC, you can generally get another stun off from auto-attacking consistently.

Situational Talents

Level 7: You have the choice between Cleanse or Guardian of the Ancient Kings. The deciding factor for this tier are the types and number of CCs the opponent has. If the other team has very few CC abilities, you generally want Cleanse. If they are low in CC, it means you will generally have Cleanse when you need it, because you can auto-attack to reduce its cooldown and you can D-Shield if your team is ever caught without Cleanse. If the other team has several CC abilities or CCs with low cooldowns, then Guardians gets more value. Keep in mind that you will have to hold at least one of your heal cooldowns to make sure you can give the 50 armor to whoever the other team is focusing when you need it. 

Level 13: Although this talent is almost always Well Met -- because it helps peel and weaken any assassin diving your team as well as help you chase down kills by slowing enemies after your stun ends -- sometimes there is merit to either Spell Shield or Blessed Champion. If the other team has a very spell-damage heavy blow-up comp or predictable high damage spells (such as Tracer bomb), it can be much nicer to only have to pop Spell Shield to save yourself instead of having to blow D-Shield. Blessed Champion can work if your team is staying clumped-up in fights and you are able to get a decent amount of auto-attacks in during fights, this talent doesn't have to be taken only with the Q build as the other build is also focused on getting auto-attacks in during fights.

Level 20: Although Redemption is one of the strongest talents in the game and is certainly the better talent in most situations, there are some scenarios where having a longer D-Shield can guarantee an objective capture. Capturing the Dragon Knight on Dragon Shire, getting a late-game turn-in on Tomb of the Spider Queen, and most commonly getting a game ending Towers of Doom channel can provide value.

 
Tagged in: Uther, HHE, Guide
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