Anduin Abilities and Strategy
Welcome to our Abilities page for Anduin. Here, we give you an overview of every ability in Anduin's kit. For each of them, we explain what it does, how to best use it, and how it works in combination with Anduin's other abilities. We also give you strategy tips to play Anduin efficiently.
Anduin's Tips and Tricks
- Cancelling
Flash Heal's channel does not put the Ability on cooldown, which allows Anduin to re-position himself and immediately start casting again.
- To output more healing with it,
Divine Star should be used towards enemy Heroes and then caught near allied Heroes while stepping back and repositioning.
Chastise has an extremely slow projectile, therefore it should mainly be used as a follow-up to other crowd control effects.
- Safe positioning is key when playing Anduin, as he lacks any form of escape mechanism and he needs to be in a safe area when using
Leap of Faith to save allied Heroes.
Leap of Faith can be used on allies already impaired by enemy crowd control or pre-emptively to prevent them from taking damage.
- To make up for its delay,
Lightbomb can be used in combo with Heroes with mobility or as a follow-up to other crowd control effects.
Flash Heal
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- Mana: 20
- Cooldown: 5 seconds
Cast for 0.75 seconds to heal an allied Hero for 280 (+4% per level).
Flash Heal is Anduin's go-to heal. It comes with a low Mana cost,
a short cooldown, and a quick casting animation, which means it should be used as often as possible.
Moving will interrupt the channel animation, however, it will not put the ability on cooldown.
Consequently, it is always better to quickly re-position Anduin and then cast Flash Heal if that means
he stays safe from enemy threats this way. The fact you have to stand still while channeling it
can be a problem when your team is moving forward and even worse when your team is retreating.
Divine Star
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- Mana: 50
- Cooldown: 10 seconds
Send light that deals 140 (+4% per level) damage to enemies and then returns to Anduin, healing allied Heroes for 130 (+4% per level) in a wider path. Healing increases by 25% per enemy Hero hit.
Divine Star is a Basic Ability that deals damage and heals in the form of a wave of light.
The wave of light travels out from Anduin to an apex point and then returns from that apex point back to Anduin.
The damage happens when
Divine Star's wave of light leaves Anduin and it does not change
based on the amount of enemy Heroes hit. The healing happens when
Divine Star's wave of light
returns to Anduin and is increased by 25% for each enemy Hero hit. Anduin is healed too.
During team fights, use it when allied Heroes and enemy Heroes are clustered in one area to maximize the damage
and healing output.
In order to get more value from Divine Star, it is quite important to be
aware of Anduin's own position, since he can impact
the returning travel route of the projectile by moving himself accordingly.
Before casting it, step forward for a moment, just enough to hit a couple of enemy Heroes.
After casting it, run back to safety and get closer to allied Heroes who need healing.
Chastise
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- Mana: 40
- Cooldown: 9 seconds
Shove a swell of light forward, dealing 175 (+4% per level) damage to the first enemy Hero hit and Rooting them for 1.25 seconds.
Chastise can be hard to hit sometimes due to its slow
moving projectile. Thus, try to aim it on targets when they are already impaired by other
crowd control effects. You can even use it block enemy Abilities
that allow Heroes to dash (such as
Shadow Charge)
by casting it quickly enough when they try to engage.
Holy Word: Salvation
In this section we discuss how this Heroic Ability works and give some tips on how to use it. If you are looking for a detailed explanation on when and why you should pick it, check out the dedicated section in the Talent Build page.
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- Heroic
- Mana: 70
- Cooldown: 80 seconds
After 0.5 seconds, Channel to invoke the Light for 3 seconds. While nearby, allied Heroes heal for up to 30% of their max Health and are Protected.
Holy Word: Salvation is a Heroic Ability that,
after a short cast time, can be channeled to give the
Protected status to allied Heroes in its vicinity
while also healing them for a significant amount, based on the maximum Health of who is getting healed.
Keep in mind that being Protected does not block
crowd control effects. If you want to get maximum value
from Holy Word: Salvation, you should mentally track enemy cooldowns
and cast
Holy Word: Salvation when all their potential
interrupts have been used already. Alternatively,
you can surprise them with a
Holy Word: Salvation
that will surely be interrupted but at least will stop their burst damage
(for example
Last Rites by Malthael).
Lightbomb
In this section we discuss how this Heroic Ability works and give some tips on how to use it. If you are looking for a detailed explanation on when and why you should pick it, check out the dedicated section in the Talent Build page.
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- Heroic
- Mana: 70
- Cooldown: 60 seconds
Imbue an allied Hero with the Light. After 1.5 seconds, it explodes, dealing 150 (+4% per level) damage to enemies and Stunning them for 1.25 seconds.
The target gains a Shield that absorbs 165 (+4% per level) damage per enemy Hero hit. Lasts for 5 seconds.
Lightbomb is a Heroic Ability that can be used both offensively
and defensively. If used offensively, it can be placed on an engaging Tank or
Bruiser who will then damage and crowd control
as many enemy Heroes as possible while
also getting a protective Shield. If used defensively, it can be used on Anduin himself or any other threatened
ally to keep chasing enemies at bay.
You can use Lightbomb in conjunction with
any mobility tool (for example
Haunting Wave by Sylvanas)
to drastically increase its power, so be aware of their Talents
as the game goes on. Alternatively, it can be used
as a follow-up to other
crowd control effects
(such as
Blessed Shield by Johanna).
Leap of Faith
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- Cooldown: 70 seconds
Faith instantly pulls an allied Hero to Anduin's location, granting them Unstoppable while they travel.
Pursued By Grace
Basic Attacks against enemy Heroes heal the lowest Health allied Hero near Anduin for 32 (+4% per level).
Leap of Faith is a Trait which can be activated
to Pull, Daze,
and make Unstoppable a given allied Hero within 10 range,
denying the burst damage that often comes shortly after
and removing any crowd control from them.
In addition to that, your Trait has a passive component called Pursued by Grace
which heals for a small amount the allied Hero with lowest Health within 6.5 range from Anduin.
The moment when you use the active component of Leap of Faith
can make the difference between saving an allied Hero or watching them die,
sometimes even resulting in you wasting its cooldown anyways.
Use it on Heroes who are affected by crowd control
and/or who are going to take a lot of damage in the next few seconds.
Avoid using it on Heroes who have their own tools to survive,
unless you know they have already used their defensive Abilities recently.
Changelog
- 31 Jul. 2024: Divine Star's Description improved.
- 25 Sep. 2022: Guide improved.
- 17 Jun. 2021: Guide reviewed for the latest Balance Update.
- 17 May 2021: Guide reviewed for the latest Patch.
- 20 Jan. 2021: Guide reviewed for the latest Balance Update.
- 11 Oct. 2020: Guide reviewed for the latest Balance Update.
- 28 Apr. 2019: Guide added.
More Healer Guides
Elitesparkle is a multiple times Master player in Europe who plays Heroes of the Storm since its release. He is an active member of the community who likes to teach new and veteran players all he knows about his favorite game.
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