Rehgar
By David Connell
1 Introduction:
Rehgar is an aggressive, melee, support hero. He weaves spells with auto-attacks, producing a stunning combination of damage and healing. In addition to his pure damage and healing throughput, Rehgar also sports an Area of Effect slow and increased mobility from his Ghost Wolf passive. His flexible kit and diverse talent tree makes him one of the strongest support characters in the game.
Instead of a normal mount Rehgar transforms into a Ghost Wolf which increases his speed and causes his next autoattack to leap at his target, dealing bonus damage. This allows him to quickly engage into combat with some surprise damage, or quickly reach allies beyond his healing range.
Instead of a normal mount Rehgar transforms into a Ghost Wolf which increases his speed and causes his next autoattack to leap at his target, dealing bonus damage. This allows him to quickly engage into combat with some surprise damage, or quickly reach allies beyond his healing range.
2 Build:
Level 1: Colossal Totem
Increases the area and range of Earthbind Totem by 50%
OR
Build 2: Electric Charge
Increases Lightning Shield's radius by 25%
In this guide we will talk about two different viable builds on Rehgar. The only difference between these two builds are your talent choices at level 1 and level 16. Totem build is the meta build on Rehgar, it is highly versatile and works through restricting the mobility of the enemy team. On the other hand, Lightning Shield build (Build 2), is an extremely aggressive build. Lightning Shield build should only be taken with melee heavy compositions, and its level 1 talent is more important than it may seem, mostly because area = p(r^2). No matter which build you decide to play, and important concept is talent synergy. By taking two talents that modify each other at level 1 and level 16, you receive an effect that is greater than the sum of its parts. For example, a 90% slow in a small area is less valuable than a 90% slow in a large area. Look to take advantage of talent synergy by picking a talent for the same skill in both level 1 and level 16 on Rehgar.
Level 4: Healing Totem
Cooldown: 30 seconds
Activate to place a totem that heals allies in an area for 2% of their maximum Health every second for 10 seconds
This talent is often overlooked by Rehgar players and should be your go-to talent in this tier. It is the only talent at level 4 on Rehgar that actually provides additional healing, There is a key difference between this Healing Totem talent and the generic Healing Totem talent found on most other heroes: its cooldown is only 30 seconds (compared to the normal 60). Also, all of the other talents in this tier are for mana saving or regeneration. Healing totem at level 4 not only gives you higher healing throughput (especially if you get it in a safe position) but will also save you mana from not needing to use your chain heal as often!
Level 7: Blood and Thunder
Ghost Wolf attacks reduce Basic Ability cooldowns by 2 seconds
This talent is incredible, more healing, more lightning shields and more slowing totems. Let us consider the numerical advantage over a drawn out period of 1 minute. Ghost Wolf has a cooldown of 5 seconds, and it takes about 1 second to get off a Ghost Wolf attack. This means under optimal circumstances you're reducing your cooldowns by 20 seconds per minute. In this talent tier there is also the option of taking Cleanse, however since Blood and Thunder is so powerful - only take Cleanse if you think its absolutely necessary (one example of this is if you think an Ancestral Healing won't be enough to save a teammate stuck in a stunlock).
Level 10: Ancestral Healing
Cooldown: 70 seconds
After 1 second, heal an allied Hero for 1552 (+4% per level) Health. Can not be used on yourself.
Ancestral Healing is the strongest single target heal in the game. We take this over Bloodlust almost every time because of the current stun heavy meta. Landing an Ancestral Healing is extremely impactful and can reverse the course of a teamfight.
Level 13: Earth Shield
Lightning Shield gives a Shield that absorbs damage equal to 12% of their maximum Health for 3 seconds
Earth Shield has better synergy with both Blood and Thunder and Ancestral Healing than either of the other two talents in this tier. It also allows Rehgar more bursty defense for his teammates more often.
Level 16: Earthgrasp Totem
When Earthbind Totem is first cast, it slows nearby enemies by 90% for 1 second.
OR
Build 2: Rising Storm
Every Time Lightning Shield damages an enemy Hero, increase that Lightning Shield's damage by 10%. Stacks up to 20 times
Take the talent here that has synergy with the talent you took at level 1. The level 1 talent explanation explains why we do this.
Level 20: Storm Shield
Activate to give all nearby allied Heroes a Shield for 20% of their max Health for 3 seconds.
This is arguably one of the best talents in the game, rivaling the power of many ultimate abilities and blink. This further increases Rehgar and his teams protection against burst damage. Other talents in this tier tend to be last-luster or inconsistent.
Increases the area and range of Earthbind Totem by 50%
OR
Build 2: Electric Charge
Increases Lightning Shield's radius by 25%
In this guide we will talk about two different viable builds on Rehgar. The only difference between these two builds are your talent choices at level 1 and level 16. Totem build is the meta build on Rehgar, it is highly versatile and works through restricting the mobility of the enemy team. On the other hand, Lightning Shield build (Build 2), is an extremely aggressive build. Lightning Shield build should only be taken with melee heavy compositions, and its level 1 talent is more important than it may seem, mostly because area = p(r^2). No matter which build you decide to play, and important concept is talent synergy. By taking two talents that modify each other at level 1 and level 16, you receive an effect that is greater than the sum of its parts. For example, a 90% slow in a small area is less valuable than a 90% slow in a large area. Look to take advantage of talent synergy by picking a talent for the same skill in both level 1 and level 16 on Rehgar.
Level 4: Healing Totem
Cooldown: 30 seconds
Activate to place a totem that heals allies in an area for 2% of their maximum Health every second for 10 seconds
This talent is often overlooked by Rehgar players and should be your go-to talent in this tier. It is the only talent at level 4 on Rehgar that actually provides additional healing, There is a key difference between this Healing Totem talent and the generic Healing Totem talent found on most other heroes: its cooldown is only 30 seconds (compared to the normal 60). Also, all of the other talents in this tier are for mana saving or regeneration. Healing totem at level 4 not only gives you higher healing throughput (especially if you get it in a safe position) but will also save you mana from not needing to use your chain heal as often!
Level 7: Blood and Thunder
Ghost Wolf attacks reduce Basic Ability cooldowns by 2 seconds
This talent is incredible, more healing, more lightning shields and more slowing totems. Let us consider the numerical advantage over a drawn out period of 1 minute. Ghost Wolf has a cooldown of 5 seconds, and it takes about 1 second to get off a Ghost Wolf attack. This means under optimal circumstances you're reducing your cooldowns by 20 seconds per minute. In this talent tier there is also the option of taking Cleanse, however since Blood and Thunder is so powerful - only take Cleanse if you think its absolutely necessary (one example of this is if you think an Ancestral Healing won't be enough to save a teammate stuck in a stunlock).
Level 10: Ancestral Healing
Cooldown: 70 seconds
After 1 second, heal an allied Hero for 1552 (+4% per level) Health. Can not be used on yourself.
Ancestral Healing is the strongest single target heal in the game. We take this over Bloodlust almost every time because of the current stun heavy meta. Landing an Ancestral Healing is extremely impactful and can reverse the course of a teamfight.
Level 13: Earth Shield
Lightning Shield gives a Shield that absorbs damage equal to 12% of their maximum Health for 3 seconds
Earth Shield has better synergy with both Blood and Thunder and Ancestral Healing than either of the other two talents in this tier. It also allows Rehgar more bursty defense for his teammates more often.
Level 16: Earthgrasp Totem
When Earthbind Totem is first cast, it slows nearby enemies by 90% for 1 second.
OR
Build 2: Rising Storm
Every Time Lightning Shield damages an enemy Hero, increase that Lightning Shield's damage by 10%. Stacks up to 20 times
Take the talent here that has synergy with the talent you took at level 1. The level 1 talent explanation explains why we do this.
Level 20: Storm Shield
Activate to give all nearby allied Heroes a Shield for 20% of their max Health for 3 seconds.
This is arguably one of the best talents in the game, rivaling the power of many ultimate abilities and blink. This further increases Rehgar and his teams protection against burst damage. Other talents in this tier tend to be last-luster or inconsistent.
3 Playstyle:
Rehgar can fit in many different positions early game. He can soak a lane alone, however he is more effective with teammates. If you're stuck in a position that you must solo lane as Rehgar in the early game, do not trade damage with the enemy in lane. It will leave you low on mana before the first objective or two. Rehgar is also exceptional at soloing mercenary camps. Look to capture mercenaries so that they are pushing lanes during objective phases.
During teamfights you have a large amount of responsibility as rehgar. If your team starts the fight generally your Lightning Shield will start on your warrior, or melee assassin. Look to use your chain heal on whoever is currently taking damage - not the most damaged ally.
Your Earthbind totem, even in its base form is more powerful that you might expect and has many useful applications. Some of these include, slowing an escaping enemy, slowing an attacker to prevent them from hurting your team, and occasionally as a way to knock pursuers off their mounts (throw a lightning shield on the totem).
When should you do damage? The simple answer is only when you're absolutely sure that you are safe. According to our models doing more damage as Rehgar, without securing a takedown, puts you at unnecessary risk, and reduces the chance you will win your game.
During teamfights you have a large amount of responsibility as rehgar. If your team starts the fight generally your Lightning Shield will start on your warrior, or melee assassin. Look to use your chain heal on whoever is currently taking damage - not the most damaged ally.
Your Earthbind totem, even in its base form is more powerful that you might expect and has many useful applications. Some of these include, slowing an escaping enemy, slowing an attacker to prevent them from hurting your team, and occasionally as a way to knock pursuers off their mounts (throw a lightning shield on the totem).
When should you do damage? The simple answer is only when you're absolutely sure that you are safe. According to our models doing more damage as Rehgar, without securing a takedown, puts you at unnecessary risk, and reduces the chance you will win your game.
4 Tips and Tricks:
Save your ultimate for your tank and your Chain Heal for allies with smaller health pools. The exception to this is when faced with a dive heavy team composition (such as Zeratul & Greymane). In this case, cast Ancestral Healing early on their target (50% hp) and follow it up with both Earth Shield and Chain Heal to ensure that your teammate is healed by Ancestral Healing.
If you can't safely hit an enemy Hero with Ghost Wolf to get the cooldown benefit from Blood and Thunder, it is perfectly acceptable to hit a minion or other safe target instead. Staying safe is a priority as Rehgar.
If you can't safely hit an enemy Hero with Ghost Wolf to get the cooldown benefit from Blood and Thunder, it is perfectly acceptable to hit a minion or other safe target instead. Staying safe is a priority as Rehgar.