After the most recent round of changes to Rehgar, everyone’s favorite doge has returned to the meta as a solid sustain healer with Cleanse who also brings in some nice waveclear and merc-ing potential. Although Ancestral Healing took a pretty big hit in its healing numbers, the buffs made to Chain Heal more than make up for it and a few buffs to some niche talents can make him very strong in certain scenarios.
Rehgar is most optimal on maps where merc pressure can be a big benefit to your team, such as Dragon Shire and Cursed Hallow, but he can also have a big impact on rotation maps for extra waveclear by putting Lightning Shield on your tank when they walk into the wave. Rehgar pairs well with Assassins who like to stick in the action like Greymane who -- with a well timed Ancestral Healing and/or [[Ceanse]] -- can put out a lot of damage, get some kills, and then disengage. With Ancestral’s numbers being lowered significantly, he is no longer great at enabling high health pool tanks like Diablo or Muradin, however, if you see them being focused heavily by the other team, you can still keep your tank alive for a bit longer.
When to Pick the Doge
Chain Heal: This ability is now statistically pretty insane. It is one of the highest base heals at 260 Health, which also bounces to three Heroes on an eight second cooldown, and with its lowered mana cost, you won’t have mana problems even if you are spamming it. This makes Rehgar the best sustain option who still brings a Cleanse and also a big heal in Ancestral for more protection from burst damage.
Getting the Most Out of Your Abilities
Lightning Shield: This ability is pretty mediocre with Lightning Bond no longer in the game, however, it does allow Rehgar to have a good impact during the early game providing his team extra waveclear and the potential to do mercenary camps much easier. The mana cost is more than a heal, so in teamfights you only want to use it if you are getting a lot of value or in no worry of running out of mana.
Earthbind Totem: Another pretty mediocre ability unless you tech into it at level 16 for the pseudo one second root. The main use of this ability is just to slow targets your team is jumping on or trying to peel for your backline with the 30% slow. The totem also takes priority from structures over heroes, so if you see your teammates trying to die to structures you can throw it down and give them a few seconds to rethink their decisions.
Ancestral Healing: This ability went from full healing one of your front liners to almost not noticing whether it healed at all on heroes like Diablo, Johanna, or Muradin. The ability feels a lot more acceptable to use on backliners because you aren’t wasting a lot of potential healing on a higher health pool target. Heroes in the midrange of health pools feel pretty good to Ancestral still, such as Greymane, Sonya, Genji, or Thrall.
Bloodlust: I’ve tried, I’ve really tried. But there are really no scenarios where Bloodlust enabling a carry is more impactful than being able to fully heal that carry with Ancestral. If the cooldown was a lot lower I could see an argument, but with only 10 second shorter cooldown than Ancestral, it just is 99% of the time the wrong choice. If you do find yourself in a situation where you misclick it or it happens to seem to be a lot of value, make sure to use it when the enemy team can’t easily disengage and kite out the duration -- either on an objective that if they leave you yo get the objective or when your team is using their CC so they are pinned down for your increased attack speed to get some value.
The Build (Click Through for Line-by-Line Notes)
Increases the Movement Speed of Ghost Wolf from 20% to 30%. If an enemy Hero is hit by Ghost Wolf's Basic Attack, reduce its cooldown by 1 second.
Activate to place a Totem that heals allies in an area for 1.95% of their max Health every second for 10 seconds.
Activate to make target ally Unstoppable for 1 second. Cannot be cast on yourself.
After 1 second, heal an allied Hero for 1180 Health.
Reduces Chain Heal's cooldown by 0.75 seconds for each Hero healed, and reduces its Mana cost from 55 to 40.
When Earthbind Totem is first cast, it slows nearby enemies by 90% for 1.5 second.
Activate to reset the cooldowns of your Basic Abilities.