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CHAPTER 4: COUNTER EVERY HEALER

COUNTER EVERY HEALER INTRO

In this final installment to countering every spec, you're gonna learn how to bully those healers. Do they deserve it?

Well, maybe. But you deserve those rating gains, maybe even just a little bit more.

These videos are gonna teach you how to really apply pressure. Every healer has a few unique weaknesses that you can exploit to make your kill windows 10 times more deadly.

If you watch this course from start to finish, boy you're gonna learn a lot. But more importantly, you're gonna quickly see some rating gains.

COUNTERING DISC PRIESTS

Here are 5 tips you need to know for countering Disc Priest. Tip number 1 is to interrupt Penance.

The bulk of Disc Priest healing output centers around Penance, not only for its potential single target and AoE healing, but more importantly because every Penance tick will feed them a stack of Wheel and Woe, dramatically increasing the absorption of their next power work shield.

If you interrupt Penance, you're going to block the majority of downstream healing from the Disc Priest, and as a healer that is enormously reliant on tempo, this is a really big deal.

Disc Priest really struggle at recovering when they fall behind, and benefit a whole lot from staying ahead since it allows them to safely deal damage, so if you're looking for one specific spell to safely interrupt, it's going to be Penance. Our second tip is slightly related, and it's to focus on Cleaving if you can.

Because of their Penance shield combo, Disc Priest are really good at dealing with Penance, and they're really efficient at healing a single target. But since both of these abilities have a cooldown, Priest can actually struggle at topping two health bars at once.

While they can AoE heal with Power Word Radiance, it has a much longer cooldown, and it really isn't quite as punchy compared to the past.

Cleaving down two targets at once also makes it very hard for the Disc Priest to decide who to pain suppression, and ultimately, no matter what choice they make, you can simply tab to the target who doesn't get PS in order to pile on the pressure.

Next up, if you plan on CCing a Disc Priest, be sure to play around Fade and Shadow Word Death. Fade will provide one second of immunity to all attacks and spells.

Including CC, and good Priests are going to typically use this proactively right before any CC lands, which not only includes casted CC, but also instants as well.

This means that if you have any telegraph CC, like a stun, that requires you to be in melee range or a cast, you might want to bait out Fade first, since it's a good way to get a good amount of damage out of your opponent.

So if you're going to be using this as a melee, you might want to bait out Fade first, because it's a good way to get a good amount of damage out of your opponent. or running towards the Priest, pretending like you're CCing them.

Shadow Word Death, on the other hand, can only be used to break CC effects that have a damage threshold, which include spells like Polymorph, Sleepwalk, Hex, and many fear effects. Death will cause delay damage to happen on the Priest, which can break these CCs instantly once they land.

Now, because many of the spells that break to death are casted, what this simply means is that you need to prematurely stop your cast before it finishes, baiting out the Shadow Word Death first, and then trying to cast again, perhaps even needing to cast a third time to also play around Fade.

Note that if you do manage to interrupt the Priest on Shadow, they're going to be unable to use either one of these spells since they're both on the Shadow School. In general, though, the trick to playing around both abilities is to just be patient.

As you climb in raiding, you're going to always make the assumption that the enemy Priest is trying to avoid your CC with these tools. Our next tip, which is especially important for healers, is to play around Psychic Scream.

Again, Disk Priest is a tempo based healer, which means getting any sort of lead can quickly snowball. Psychic Scream can easily pile on tons of additional pressure if it lands on more than one target.

As a healer, you should constantly keep tabs on the enemy Disk Priest positioning, recognizing then their nameplate is moving towards you, and being ready to block with any CC avoidance tool you have. have. This could be something like Tremor Totem or even a simple knock.

And as a DPS player, if you see the enemy Priest sprinting towards your healer, be ready to counter with Utility or Peels, something like Blessing of Sanctuary if you're a Paladin, or even any sort of root effect. Our final tip is to really focus on extending CC chains on Disc Priests if you have the tools to do so.

Now we realize we sound like a broken record at this point, but since Disc Priests are so reliant on tempo, they're incredibly punished by falling behind. One CC is often not going to be enough, since they have so many cooldowns to rotate through to re-stabilize.

What this means is that your best shot at dealing with their wide array of defensives is to completely take them out of the game for as long as possible. Aim to extend your CC or even chain off your partner's crowd control.

Every second they spend locked down puts them exponentially behind.

COUNTERING HOLY PALADINS

Here are five tips you need to know for countering Holy Paladins. So, tip number one.

Prioritize crowd control. If every healer had their own trading card, Holy Paladins would absolutely score high marks in every category, aside from one, their ability to avoid CC.

Every healer has multiple ways of dealing with incoming CC, all of which on a fairly low cooldown. But Paladins have just one.

Blessing of Sacrifice. One charge lasts 12 seconds.

It is either a one or two minute cooldown, depending on talents. Now, bait this out early, and then once it's down, take advantage of it.

Tip number two. Drag them out in the open.

This goes hand-in-hand with our first tip, okay? And although it's a solid strategy against any healer, it's especially effective against Paladins.

You see, Paladins thrive on sitting at the pillar, passively healing, and only venturing out to make offensive pushes when they're in a favorable position to do so. Force them out of that position, and they're like a fish out of water, man.

Now, this leads us nicely to our next tip. So, right now, Paladins are incredibly strong.

Let's just face it. Some might even say they're really superhumans compared to other mortal healers, especially in-game.

But fear not, young Padawan. I've read enough comic books to know that every superhero has a weakness, and just like an evil villain, I'm here to reveal the Paladins' kryptonite.

These very talents are here at your key. Light of the Martyr, and Bestow Light.

Now, I'm sure you've already noticed Paladins rarely ever cast. Well, these are the reasons why they don't.

Basically, this is more or less Vim or Vigor. I'm not really sure what exactly this exposes, but I believe some of the ones that were around back then.

As when above 70%, these enable the Paladin to heal so much with Holy Shock, there's rarely ever any need. But again, much like any superheroes here, no power comes without its downsides.

That being, in this case, a hefty healing absorb that apply to themselves that require consistent attention. But enough of all this briefing here.

This is where your mission begins. Tip number three, 3.

Pressure the Paladin The more you can apply pressure, the more their weaknesses are really going to start to show. If you can't CC them, or they're already on diminishing returns, focus on instead making consistent swaps.

Even something as simple as maintaining damage over time effects on them can make a huge, huge difference. Anything you can do to force them below that critical 70% health threshold.

So moving on, we have Tip number 4. Play around their cooldowns Now I'm not going to bore you with all the obvious here.

Everybody should already know you can purge Blessing of Protection and Freedom, Mass Dispel Divine Shield, and even swap to the Paladin when they use Blessing of Sacrifice. That's all basic stuff that we all know.

Oh, and related side note here and bonus tip before I get to the point for you purge classes, pay attention to Echoing Blessings. This is a 15% chance that you'll get a Purge.

If you have a 15% damage reduction after Bop and Sac, make sure you purge this as well if you weren't already. Anyway back to the main point though.

Paladins, since their inception, have been a cooldown based healer. Any Paladin, Challenger all the way to rank 1, is always going to follow more or less the same exact script throughout their games.

The blurb is going to look like this. You pop a 2 or 3 minute cooldown, they're going to immediately press Avenging Wrath.

You stun or use a physical CC, they're going to buff. You push in for CC, they're going to Sacrifice, so on and so forth.

You already know all this drill. Your job is to force them to break away from this script, making them have to improvise and overlap.

This is going to be key. For example, if you're able to CC a Paladin, get their team low, forcing them to have to recover using Avenging Wrath.

And just like that, you've broken that script and can hold on to your offensives for a while. You can even use a skill to get them to recover.

You'll be able to cast your abilities once Avenging Wrath is down, creating a clear win condition. So our fifth and final tip is pretty straight forward.

If they're casting, make sure you kick them. Despite Paladins rarely casting, if a Paladin is casting something, in most cases it's going to be very high priority to stop.

That's because it's going to be one of four things. Repentance, which you should prevent for obvious reasons.

Searing Glare, which is crucial to stop, as it's going to prevent you from doing anything for 4 seconds, and side note, healers, make sure you're dispelling this as well, Tears Deliverance, which they're going to often go behind the pillar to cast, and if they get this active, they're going to sustain their Light of the Martyr as well as greatly bolster their healing for up to 40 seconds, making it among the most important abilities to stop, or lastly, heal.

I know, I know, crazy skill cap, you're telling us everything that we didn't already know. But obvious reasons aside here, if you ever see a Paladin in a position where they're forced to cast either Holy or Flash of Light, this means they're out of instant healing and you have them on the ropes.

If you're able to force a Paladin into this situation while having your Interrupt available, it's basically going to be game over.

COUNTERING MISTWEAVER MONKS

Here are five tips you need to know for countering Mistweaver Monks. First up is to abuse crowd control.

We know this sounds pretty dang obvious, but here's why it matters. For one, Monks have some of the least efficient recovery options in the entire game.

Outside of live Cocoon, they really don't have a wide range of panic buttons. Mistweaver healing is also quite rampy, which means it requires a few Globals to really set up and get going.

Now what this all means is that once Cocoon has been used, the Monk will be on high alert, since a single CC chain can put them incredibly behind. Monks happen to be one of the easiest healers to control with casted CC, since in order to heal efficiently, they need to be closer to melee range.

The main mechanic you need to be aware of is Eminence, which allows them to port while stunned, making it harder to land certain CC combos like Stuntrap. On top of being susceptible to CC, Monks are still very punishable by interrupts, as nearly all of their healing spells are on the Nature School.

And outside of Thunderfocus T, they'll need to be able to channel Soothing Mist in order to heal. If you can manage to chain an interrupt with a CC, or vice versa, you can put them severely behind.

Our next tip is to make periodic swaps to the Monk, especially when their teleport is on cooldown. Aside from being one of their main CC avoidance tools, Eminence is also every Monk's main defensive option.

Most Monks will instantly teleport the moment they're stunned in order to survive. Now what this means is that if you can manage to track their teleport, you can then open up for a chance to teleport to the Monk's shield.

This will open up potential opportunities to swap to the Monk with a stun, potentially converting to a kill or, at the very least, a suboptimal cooldown trade. And while we're on the topic of pressuring the Monk, be sure to pressure multiple targets against any Mistweaver team.

As we mentioned earlier, Mistweaver Monks are a classic ramp-based healer, which means they need to proactively spend multiple Globals in advance in order to keep one player healed.

This includes applying their Sphere and Renewing Mist hot to the Mistweaver team, then channeling Soothing Mist to put up their Enveloping hot and so on. This makes their single target healing exceptional, but it also makes it much harder to deal with sudden swaps or spread pressure.

So just like you would swap on Hots against a Resto Druid, look to make swaps against Mistweaver teams. Outside of rushing Wind Kick and crackling Jade Lightning, they really don't have efficient AoE healing.

Next up, we have a tip that's going to help both offensively and defensively. Don't stack.

Look, we know that this is generally going to be good advice these days anyway, but against Mistweaver Monks, it's especially important to stay spread out whenever you can. For one, their rushing Wind Kick has an invisible 25-yard cone, which means they need to be somewhat close to a target in order to heal.

By staying spread out, you can make it harder for the Monk to find a nearby target to attack, forcing them into the open and leaving them vulnerable to CC. Now on top of this, staying spread out minimizes the chances of a multi-target leg sweep.

Your entire team getting stunned at once is a potential game-losing event, especially now with all of the insane AoE damage some classes can do. So if you want to help yourself both defensively and offensively, stay spread out.

So to wrap things up, we have one final way to counter Mistweaver Monks, and that's to abuse offensive Dispels. As we mentioned earlier, Monks are ramp heavy healers, requiring uptime on multiple maintenance Globals in order to maximize healing.

Your healing ramps are all dispelable, including Sphere of Hope, Renewing Mist, and Enveloping Mist. These all provide varying amounts of healing modifiers, and removing one or even all three will dramatically cut down on the Monk's healing output.

COUNTERING PRESERVATION EVOKERS

So here is 5 quick tips you need to know for countering Preservation Evokers. Our first tip is pretty dang important, and that is abuse their range.

Evokers are limited to a 25 yard range on most of their abilities, and Verdant Embrace forces them to fly directly to their target which leaves them wide open. This makes it the perfect moment to use crowd control on the Evoker, especially if you have spammable CC like Fear or Polymorph.

Crowd control is effective against any healer, but Evokers are particularly easy to punish due to their short range. Since Evokers need to constantly move due to their short range and Verdant Embrace, they are especially vulnerable to roots.

In fact, rooting the Evoker immediately after they come out of crowd control is a highly effective strategy. This prevents them from using Verdant Embrace, and if they're too strong, they can be used to counter the Evoker.

If they're too strong, they can be used to counter the Evoker. If they're too strong, they can be used to counter the Evoker.

If they're too strong, they can be used to counter the Evoker. If they're too strong, they can be used to counter the Evoker.

If the team is still pushing forward, it's still going to make it significantly harder for the Evoker to catch up and heal. By constantly rooting the Evoker, you can force them to use their Dispel on themselves, which means they won't be able to cleanse their teammates.

This opens up other opportunities to land crowd control on their teammates and makes setting up coordinated goes a whole lot easier for your team. Our second tip is to purge reversion.

Reversion is the Evoker's primary hot, and purging it is going to be absolutely necessary for your team to be able to get the best out of the game. Not only does it heal for a significant amount, but purging reversion also removes two key interactions tied to this hot.

The first and arguably most important interaction is Grace period. Each reversion increases the Evoker's healing to the target by 10% per stack, and since Evokers can maintain up to two reversions, purging them can effectively reduce the Evoker's healing output by 20%.

The second interaction is Life Spark, which allows the Evoker to heal to the target by 20% per stack, and allows reversion to make Living Flame and Instant Cast. Without this, the Evoker will have fewer Living Flames, which makes it harder for them to both heal and deal damage.

Our third tip is to remove Nullifying Shroud. It is crucial to remove Nullifying Shroud as quickly as possible since it prevents the Evoker from being crowd controlled while the stacks are active.

The best way to deal with this is with a purge, as each successful purge removes one stack of the buff. If you don't have a purge, you can use the purge to remove one stack of the buff.

If you don't have a purge, you can use the purge to remove one stack of the buff. If you don't have a purge, access to a purge or your purge is on cooldown, you can use Spammable or Micro Crowd Control to remove Nullifying Shroud.

Now, it is best to avoid wasting important crowd control abilities like Kidney Shot. Instead, opt for something you can use repeatedly, like Cheap Shot, to remove the stacks.

Our fourth tip is prioritize kicking Spirit Bloom. Spirit Bloom is by far the Evoker's biggest and best heal, and they're going to often try to cast it when they're behind on healing and they need an immediate recovery.

If you don't have a purge, you can use Spammable or Micro Crowd So when going for a kick on Spirit Bloom, timing is really going to be key. You want to kick instantly rather than just waiting.

If the evoker charges it up, they can cancel it at any time, which really makes it much harder to interrupt. Our final tip is quite simple, and that is to pressure the evoker.

Since the evoker needs to constantly move into melee range, it's really going to be important to pressure them, especially if they're playing aggressively. By forcing them to back off, you not only disrupt their positioning, but you're also going to reduce their healing output.

Evoker mastery increases their healing when they have higher health than the target they're healing. By consistently applying pressure, you can keep the evoker's health lower than their teammates, which really makes it harder for them to fully benefit from their mastery.

This significantly reduces their healing.

COUNTERING RESTO DRUIDS

Here is 5 tips that you need to know for countering Resto Druids. Tip number 1 is to swap on HOT.

If there's one thing that every Resto Druid wants, it's going to be for you to train a single target all game.

Druids have some of the best and most efficient single target HPS in PvP thanks to their healing over time effects, including Lifebloom, Soul of the Forest, Buffed Rejuvenations, and Cenarion Ward, which can all easily be maintained and even extended on a single target.

If all you do is attack one target all game, you're allowing the Druid to heal efficiently, which means they're going to have more freedom to harass your team with Cyclones. So if you want to maximize your pressure, pay attention to the buffs of the player you're attacking.

If they have full HOTs, especially Cenarion Ward combined with any other Defensives, be quick to swap to a nearby target. Doing so is going to force the Druid to swap their HOTs around, which slows down their momentum and even puts them behind.

Tip number 2 is pretty similar to this, and that's to make sure you're not going to be able to get a lot of damage from the Druid. Tip number 2 is pretty similar to this, and that's to make sure you're not going to be able to get a lot of damage from the Druid.

Once again, Resto Druids are really good at healing one target all game, but they can suffer when needing to heal two or even three targets at the same time.

Because of this, if you have the ability to perform any AoE setups, or if you can simply pressure two targets at once with cleave damage, you're going to have a much easier time putting the Resto Druid behind.

And once again, if you can do so while swapping to the target with the least amount of HOTs, then you can really pile on the pressure. To tie everything up in a nice little bow so far though, we can multiply the effectiveness of our pressure by combining Dispels with CC.

So by now you've watched enough skill-capped videos to know bursting with CC is better than bursting alone. Against Resto Druids, we can take this a step further though, by throwing some Dispels into the mix.

Everyone knows that Dispels are very effective against Druids, even if they now have some Dispel protection thanks to reactive resin. But what many people don't realize though, is when dispelling is most effective to their game.

One of the key advantages Druids have over every other healer is they can still keep a target up through a CC chain thanks to their HOTs, but if you press a Dispel or two while the Druid is stuck in CC, it is enormously effective.

You not only cut down on the amount of healing the target takes, but also make it really hard for the Druid to catch back up once their CC ends. Tip number 4 is to Punish Over-Extension or Over-Aggression We've all had that Resto Druid on the enemy team who does nothing but spam clone all game.

It's absolutely infuriating, but don't let him get away with it. A Resto Druid shouldn't be allowed to clone 24-7.

No healer should go unpunished for deciding to be reckless with their positioning. Druids are easily one of the easiest targets to punish for overextending because of their limited defensive ability.

If they overextend once, punish them with a quick swap to not only deny those Cyclone casts from landing, but to force out Barkskin or even Trinket in the process. This is a win-win, no matter what.

You're going to stop CC from landing on your team while opening up a potential kill window on the Druid later, or you're going to scare him into ever pushing in again. The best thing you can do is beat the confidence out of an overzealous player.

Make him play scared. You can also avoid a very common bait that good Druids can really set up easily.

While Resto Druids definitely make good swap targets, they're more often than not one of the worst targets to train. If they have full hots and shift into bear with frenzied regeneration, you are not going to put much of a dent into their HP.

And even worse, if you continue to chase for a long time, especially as a melee, they can even bait you behind a pillar, only to take you out of the game with a bash into Cyclone or an entanglement. Once you poke them and scare them away, swap to someone else.

It's that easy. Unless you're 100% confident that your team has the damage to kill, you are much better off sticking to your original goal of swapping off hots.

COUNTERING RESTO SHAMANS

So here is 5 quick tips you need to know for countering Restoration Shamans. Our first tip is perhaps the most important, and that is to 1.

Purge Earthshield and Riptide Earthshield isn't just a strong passive heal for the Shaman. It also significantly increases the healing the target receives.

Similarly, Riptide also increases healing received. It is a pretty sizable hot.

Another advantage is that Earthshield costs a decent amount of mana. If Shamans are forced to constantly reapply it, they're not only wasting Globals, but also burning through their mana a whole lot faster.

This strategy is especially effective when DPS players focus on purging it. While healers can purge too, the mana lead is somewhat negated.

By making the Shaman repeatedly cast Earthshield, you can push them toward going OOM much, much quicker. Our second tip is pretty simple, and that is to 2.

Kill their Totems While it's important to focus on destroying a Shaman's healing totems like Healing Tide, Spirit Link, and Healing Stream, you shouldn't ignore their other totems. If you spot a Capacitator Totem, you can destroy it before it detonates to completely prevent the stun.

Similarly, you can break out of a Static Field Totem by simply just killing it. Don't ignore Earthgrab Totem either.

If you escape it or get dispelled, your teammates can still get rooted or slowed if they walk through it. It's also crucial to track Grounding Totem, especially if you rely on Magical Crowd Control.

Shamans often drop their Grounding Totem, and then they can't get to it. Drop it to immune key abilities like Hammer of Justice.

To prevent this, make sure to kill Grounding Totem before going for Crowd Control. Our third tip pairs nicely with our second one, and that is to 3.

Try to drag the enemy team away from the pillar All healers prefer to fight near a pillar, but this is especially important for Shamans. They use pillars to hide Totems like Healing Tide and Grounding Totem around corners, which makes them harder to target and to kill.

However, if you could drag the Shaman away from the pillar, you could easily kill the enemy. However, if you could drag the Shaman away from the pillar, you could easily kill the enemy.

If you could drag the Shaman away from the pillar, their Totems become exposed and much easier to kill. If you could drag the Shaman away from the pillar, their Totems become exposed and much easier to kill.

Shamans are especially vulnerable to interrupts and Crowd Control because they lack damage reduction for their teammates and their instant heals are tied to cooldowns. By pulling them away from the pillar, you expose them to more kicks and more CC, which makes it much easier to secure a kill on the enemy team.

4. Punish the enemy team Our fourth tip is to number 4, punish them for being aggressive.

Shamans can play incredibly aggressive, especially in fast-paced matchups. They're going to sit on top of your team, using Lasso, casting Hex, using Shear, and generally just being an absolute nuisance.

But you should never let them get away with this. Shamans are one of the easiest healers to kill in a swap because they have no real defensive cooldowns they can use while they're stunned.

If you let the Shaman stay on top of your team, the pressure can build 100% fast, making it extremely difficult to heal through. However, once the Shaman pulls back, don't tunnel them.

They're a solid swap target during a stun, but you should absolutely avoid training them. Our final tip is number 5, split their team.

Shamans rely heavily on having their teammates stacked together, as many of their major cooldowns such as Spirit Link, Surging Totem, Earth and Wall, they all benefit when people are stacked. If you can force them to spread out, it becomes much harder for the Shaman to recover or stay ahead of the damage.

The best strategy to achieve this is by applying constant cleave pressure. This forces the enemy team to kite, which effectively splits them up.

COUNTERING HOLY PRIESTS

Alright, here is 5 tips you need to know for countering Holy Priest. Our first tip is by far the most important.

Proc Guardian Spirit. Holy Priest are heavily reliant on Guardian Spirit.

Without this cooldown, bouncing back from burst damage becomes nearly impossible for the Priest. If you manage to drop an enemy to 0 health while the Guardian Spirit buff is active, it extends the cooldown by an extra minute.

This turns it into a 3 minute cooldown and it's unlikely they'll get another, giving you a chance to secure the kill. The best way to counter Guardian Spirit is by using Crowd Control right after the Priest activates it.

Guardian Spirit increases their target's healing received by a significant amount, so locking the Priest down during it for its entire duration is going to be important. To really maximize your chances of proccing it, you can even save your burst damage for this window.

Our second tip is to don't fight on Light Well. Light Well is not just a massive hot.

It also consistently applies when you're in a fight. Light Well is a very important skill to have in your team.

It's a very important skill to have in your team. It's a very important skill to have in your team.

Light Well is a very important skill to have in your team. Light Well is a very important skill to have in your team.

We can use this knowledge to our advantage by simply staying out of its range. With a baseline cooldown of 2 minutes, the enemy cannot easily reposition it.

It's always a smart play to pay attention to where the Priest places Light Well too. After seeing where the Priest places it, you can either pull their team away from the Light Well, especially if they're a melee cleave, or simply just line of sight.

This strategy makes it much harder for the Priest to heal as they lose the advantage of Light Well. Our third tip is to swap the Priest.

Many Priests often play more aggressively thanks to their stun. They can combo their chastised stun with fear to create some pretty powerful crowd control chains.

Now by rushing in, they're putting themselves in a vulnerable position, which can be easily exploited. When the Priest pushes into your team, it's the perfect opportunity to swap to them.

If you can force the Priest to use Guardian Spirit on themselves, you can then focus on their teammates, leaving the Priest without a reliable way to save their team. This puts a ton of pressure on the Priest, and can even lead to a loss.

You can also force the Priest to use Guardian Spirit on them, but it's not always the best solution. You can also force the Priest to use Guardian Spirit on their teammates, and this will lead to a kill.

Our fourth tip is to stop Life Grip. You have several options to stop a Priest from Life Gripping their teammates.

Monks can drop a Ring of Peace, which will bounce the target back if they try to pull them. Alternatively, rooting the target can render the Life Grip completely useless.

Druids can take it a step further though with Ur-Soul's Vortex, instantly sending the target flying back. And our final tip is to don't let the Priest freecast.

If you allow a Priest to sit back and cast Flash Heal freely, you can easily kill the Priest. If you allow a Priest to sit back and cast Flash Heal freely, you can easily kill the Priest.

You're not going to be securing any kills until they run out of mana. Every Flash Heal the Priest casts reduce the cool-down of Serenity, which makes it much easier for them to keep their team alive.

It's also important to kick Smite. Priests spam these abilities to reduce the cool-down of Chastise, so kicking these spells makes it harder for the Priest to set up big crowd control chains.

Now on top of all of this, kicking these spells locks them out of any healing abilities, further limiting their options and putting more pressure on them. You should either drag the只 the enemy team close to the priest allowing you to land some kicks or stay near the priest yourself to land some crowd control.

The key is not letting them freecast.