
Free Agent - NA
This build is designed to maximize Grover's CC potential. The primary weakness of this build, as well as Grover in general, is the lack of mobility which exposes him as an easy target for flank classes.
This guide is a work in progress and is coming from someone who has 30 hours in Paladins. Please assume everything I say here is awful advice.
The most important part of this build is Chop Down 5, reducing the CD on Crippling Throw by 3 seconds (43%). However, the rest is focused around maximizing Grover's healing potential. Verdant Expanse 5 maximizes the range of Blossom, allowing you to play farther back than normal, and Fatalis/Perennial 2 give extra cooldown reduction on healing. Gentle Breeze is more of a filler perk in my mind, but I also believe you could be very successful running Fatalis/Perennial 1 and Gentle Breeze 3.

Deep Roots
Crippling Throw
Crippling Throw chains to nearby enemies up to 2 times, causing a Healing aura to manifest around the nearby enemies and the original one, Healing nearby allies for 50 every 0.5s. Remedy (+10% Healing +5% Damage)
Level 1

Chop Down
Crippling Throw
Reduce the Cooldown of Crippling Throw by 3s.
Level 5

Fatalis
Crippling Throw
Hitting an enemy with Crippling Throw reduces the Cooldown of Blossom by 1.2s.
Level 2

Verdant Expanse
Blossom
Increase the radius of Blossom by 20%.
Level 5

Perennial
Blossom
Reduce the Cooldown of Blossom by 0.8s.
Level 2

Gentle Breeze
Blossom
Increase your allies' Movement Speed by 5% for 4s after they are Healed by Blossom.
Level 1

Nimble
Armor
Gain 7% Movement Speed.
Level 1

Chronos
Armor
Reduce the Cooldown of all your abilities by 10%.
Level 1

Nimble
Armor
Gain 14% Movement Speed.
Level 2

Chronos
Armor
Reduce the Cooldown of all your abilities by 30%.
Level 3

Life Rip
Weapon
Your weapon shots gain +20% Lifesteal.
Level 2

Haven
Armor
Reduce the Damage you take from Direct and Area of Effect attacks by 12%.
Level 2

Wrecker
Weapon
Your weapon attacks deal 60% increased Damage to Shields.
Level 2
Chronos 3 is very important in maximizing healing output and CC potential, and it should always be what you max first, and Nimble is essential to makeup for the limited mobility provided by Vine Whip. However, the last two items are game situational and come down to personal preference. Life steal is good when you can easily disengage without being chased, losing your anti-heal. Haven offers a bit of extra durability, which is useful against teams that constantly dive you. And of course, Wrecker is always a safe option to help bring down shields.