Whitemane Abilities and Strategy
Welcome to our Abilities page for Whitemane. Here, we give you an overview of every ability in Whitemane's kit. For each of them, we explain what it does, how to best use it, and how it works in combination with Whitemane's other abilities. We also give you strategy tips to play Whitemane efficiently.
Whitemane's Tips and Tricks
Desperate Plea is the only Ability in Whitemane's kit that has a Mana cost, but you have to manage your Mana wisely because of the Desperation mechanic.
- Use
Inquisition immediately after
Searing Lash to maximise your damage output.
- Cast
Searing Lash when you can hit enemy Heroes, preferably when they are under crowd control effects that impair their movements.
Scarlet Aegis can be used during team fights to apply Zeal to multiple allied Heroes without having to pay Desperation cost, given they are in range.
Divine Reckoning should be preferably used as a follow-up to allied crowd control effects that can keep enemy Heroes in place.
- Make sure to apply
Zeal to allied Heroes before using your Abilities to deal damage.
- Rely on
Clemency when you need to sustain your team with out-of-combat healing: use
Desperate Plea, use
Clemency to remove Desperation, use
Desperate Plea again.
Desperate Plea


- Mana: 40
Heal an allied Hero for 140 (+4% per level) and gain Desperation for 4 seconds.
Desperation increases Desperate Plea's Mana cost by 40, and stacks up to 3 times.
Current Mana Cost: 40.
Desperate Plea is the only Ability in Whitemane's kit that has a Mana cost.
It is also the only Ability in her kit that has no cooldown.
While it does provide a small amount of direct healing, the primary function of
Desperate Plea is to apply Zeal to allies relatively often. The
Desperation mechanic allows you to decide on your own cooldown.
Casting Desperate Plea often with
full Desperation stacks is not sustainable. You should
generally prioritise allies that need Zeal during early fights. A good thing to remember
is that the Zeal buff lasts longer than the Desperation debuff. This means that
with careful management, Zeal can be sustainably applied to several allies at
once.
A good practice to default to is to cast Desperate Plea twice, and then wait for Desperation to expire before casting it again. While there will be many situations that require you to improvise outside of this pattern, it is a good starting point to preserve your Mana for when you need it.
In case of emergency, do not hesitate to use Desperate Plea
several times in a row, regardless of how many Desperation stacks you have.
This way you can save an allied Hero from death at the cost of having to use
your Healing Fountain or your Hearthstone to get Mana before the next team fight,
which does not give Experience to the enemy team and is faster than waiting for
an allied Hero to respawn in the late-game.
Inquisition


- Cooldown: 12 seconds
Channel on an enemy Hero for up to 3 seconds, dealing 50 (+4% per level) damage every 0.5 seconds and Slowing them by 30%. Removes a stack of Desperation.
Shares a cooldown with Clemency.
Inquisition damages a target enemy Hero, but must
be channeled. This means that it will block Whitemane in place unless it is
cancelled or interrupted. You should choose wisely when to
start casting this Ability so you can keep channeling it
for longer but you should also not hesitate cancelling it to move in case of danger
or to cast another Ability if needed.
Because Inquisition removes 1 stack of
Desperation,
Desperate Plea
should ideally be cast at least once just before channeling it.
This way, you can damage someone and then reapply
Zeal by spending less Mana.
Inquisition may also be used specifically
for the Slow effect. If an enemy
Hero is out of position and your Allies are nearby, reducing their Movement
Speed may help your team secure a kill. Inquisition has a rather long cooldown,
and should be used this way only when allies are likely to complete the
takedown. Inquisition should be primarily used to maximise your healing output
when allies need it.
Searing Lash


- Cooldown: 6 seconds
After 0.5 seconds, smite enemies in a straight line for 82 (+4% per level) damage.
If the first strike hits an enemy Hero, a second strike will occur after a short delay.
Searing Lash has a low cooldown, no Mana cost,
and a very short cast animation. It should usually be cast whenever it is
available. It is good to practice casting it all the time, as this will
increase your familiarity with the Ability. Once constant use of Searing Lash
is second nature, it will be easier to do while managing
Desperate Plea's Desperation stacks.
Searing Lash should ideally be on cooldown
right before casting
Inquisition
because its cooldown will keep going while you are
busy channeling that.
Scarlet Aegis
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.


- Heroic
- Cooldown: 60 seconds
Bolster the spirits of nearby allied Heroes, healing them for 300 (+4% per level) and granting them 40 Armor for 4 seconds.
Scarlet Aegis is a fantastic Heroic that heals
all nearby allies, which applies Zeal to them. This means that you can apply
Zeal to all teammates simultaneously without gaining any Desperation stacks.
The armor provided by this Heroic is also very beneficial.
Divine Reckoning
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.


- Heroic
- Cooldown: 75 seconds
After 1 second, consecrate an area for 4 seconds, dealing 50 (+4% per level) damage every 0.5 seconds to enemies inside. 25% of the damage dealt to Heroes is returned as Mana.
Divine Reckoning deals damage over time in an
area. This can be a great way to increase your healing through Zeal. Divine
Reckoning works best in team compositions that can help trap enemies inside the
consecrated area.
Zeal


- Cooldown: 40 seconds
Whitemane's healing Abilities apply Zeal for 8 seconds. Allies with Zeal are healed for 100% of the damage Whitemane deals to Heroes.
Activate to gain 25% Spell Power and lose 15 Armor for 5 seconds. Can be cast while channeling abilities.
Zeal is an extremely powerful buff that can be
applied to Whitemane and her allies. By converting damage into healing,
it allows Whitemane to trade damage
exceptionally well and to heal several members of her team at the same time.
Whitemane's damage dealing Abilities can and should be thought of as potential healing, multiplied by the amount of allied Heroes with a Zeal buff on them. Because of this, it is important to think about how to maximise your damage per second when playing her. This can be accomplished by casting her damage dealing Abilities as often as it is safe to do so.
When the enemy team commits to a fight, it
is ideal to have Zeal applied to all allied Heroes who are in combat.
Zeal can be applied to teammates with any healing Whitemane provides that is
not from Zeal itself. This means that
Desperate Plea,
Clemency,
and
Scarlet Aegis can be used to apply Zeal. Understanding
this is important for Mana management because
Desperate Plea
is the only tool Whitemane has that
has any Mana cost limiting its use.
Zeal's active component temporarily increases Whitemane's Spell Power and reduces her Armor. This can greatly increase Whitemane's healing and damage done with Abilities for a short time but will also increase Whitemane's vulnerability to damage taken, so you should only activate it when not in danger.
Clemency


Activate to cast Inquisition on an allied Hero, healing them for up to 329 (+4% per level) over 3 seconds while Channeling. Removes a stack of Desperation
Shares a cooldown with Inquisition.
Clemency heals a target allied Hero, but must
be channeled. This means that it will block Whitemane in place unless it is
cancelled or interrupted. You should choose wisely when to
start casting this Ability so you can keep channeling it
for longer but you should also not hesitate cancelling it to move in case of danger
or to cast another Ability if needed.
Because Clemency removes 1 stack of
Desperation,
Desperate Plea
should ideally be cast at least once just before channeling it.
This way, you can heal someone and then reapply
Zeal by spending less Mana.
Changelog
- 13 Mar. 2025: Guide reviewed for the latest Balance Update.
- 30 Mar. 2022: Guide reviewed for the latest Balance Update.
- 03 Mar. 2021: Guide reviewed for the latest Balance Update.
- 07 Jun. 2020: Builds and Descriptions changed according to the latest Balance Update.
- 23 Mar. 2020: Outdated, misleading, and wrong information corrected.
- 28 Nov. 2019: Abilities section reviewed.
- 17 Oct. 2019: Updated Abilities discussion to account for balance patch.
- 26 Sep. 2019: Updated Talent discussion to account for Hero rework.
- 07 Aug. 2018: 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.
- Heroes of the Storm Joins Game Pass with 30 Free Heroes
- Heroes of the Storm Live Patch Notes: March 12th
- Heroes of the Storm PTR Patch Notes: February 21
- Heroes of the Storm Live Patch Notes: January 27th
- Heroes of the Storm PTR Patch Notes: January 6th
- Dominate Every Map in Heroes of the Storm: Complete Guide
- Heroes of the Storm Live Patch Notes: December 9th
- Heroes of the Storm Updated PTR Patch Notes: November 26th