5 years ago
16
Patch 2.4
Player Avatar

Free Agent - Southeast Asia

Mal'damba is probably one of the most well-designed champions in Paladins, in terms of balance and how fun he is. In return for all the fun he has given me, I have decided to write a BIG guide for him so newer players can share my enjoyment for him. Note: I am definitely not a top tier player.

Why play Mal'damba?

He brings a lot to the table: good low-cooldown sustained and burst heals with infinite range, AOE heals, self-sustain, good close-range DPS, AOE area denial/damage, invincibility in a quick movement ability, self DR, zero cooldown CC in the form of a reload stun, potential to give movement speed buffs to the team, team-fight winning ultimate which can also be used to 1v1 flankers, relatively thin hitbox.....

These add up to a champion that has an astronomically high skill ceiling but is also arguably balanced. If you are not convinced simply by how good he is, did I mention he is fun?

What you need to play Mal'damba:

A good Mal'damba requires a ton of practice and skills to bring out his best, and support the team.

Cooldown management and map awareness are a must when playing Mal'damba, or any healer in general.

Mal'damba also requires projectile aiming for your in-hand/Gourd, and the ability to flick your aim when RMBing/Slithering/using your in-hand.

His loadout cards are very important, but also very flexible at the same time and can depend wildly on the player's playstyle. You need to use all the loadout slots so you are prepared for any team/enemy composition. The default loadout is pretty bad.

Edit1: Added info to clear up confusion with Dread Serpent. Added very little enemy Atlas interactions. Added friendly Altas play-around. Updated counterplay to Skye due to invisibility rework. Improved formatting.

Edit2: Did some mythbusting for interactions with enemy Maeve ult, Cassie Big Game, Cassie ult, Pip Catalyst, Pip Explosive Flask slow, Tyra Hunter's Mark, Tyra Hunting Party dmg boost and Altas Stasis Field.

I just want to say that there are many inconsistencies with interactions and that there is no hard rules for what CC is stronger or affected by this. Mal'damba Slither cleanses Tyra Hunter's Mark dmg boost and reveal but doesn't cleanse Cassie Big Game dmg boost and ult reveal. Additionally, AOE from inhands and certain abilities (Pip inhand and Explosive Flask) do not go through Atlas Stasis Field, but Pip ult and Mal'damba ult goes through, so I guess Atlas's Stasis Field counts as a shield in interactions, since Seris ult does not go through it.

Also, Atlas Rewind removes slows, but not dmg boost from Pip Catalyst.

Skills
Build Section
Spitting Cobra
Notes
Spitting Cobra: Fires as glob of venom every 0.55s dealing 400 damage to a single target.DPS:

Mal'damba has quite high DPS for a support and can hold his own/switch to an aggressive push when needed, but since the projectile drops quickly, his effective DPS is not high as it is hard to land his shots while healing at the same time. He has no long-range options as a result. When playing Mal'damba, you won't find yourself getting kills so make sure not to go looking for fights. Nevertheless, make sure you are holding that left-mouse-button in the general direction of the enemy in-between heals as every damage counts. Since he has high close-range DPS and sustain, he can hold his own against flankers as they generally need to get close to initiate fights. Remember that it is his only ability that has significant mid-air inaccuracy.

Snek:

The main thing which allows him to confirm kills, is his reload stun "Reloading throws the cobra dealing 200 damage and stunning enemies for 1s." (The projectile begins to fly out from your hand at around 90% completion of the reload). After landing it, you can pull off around 2 guaranteed shots on the stunned enemy or a Gourd and 1 shot. DO NOT reload during a fight as you have lower DPS and may not even hit your stun. Only reload during a fight when you have around 50% increased reload speed, or you have cover that you can do the reload animation behind. Practice reloading around corners and jumping out right as you throw it on the enemy who is chasing you. You can also use it to confirm kills by stunning a retreating enemy, or interrupt channeled abilities such as Torvald's ultimate, Sha Lin's Planted and Makoa shielding. The reload projectile travels a tad slower than your in-hand and drops off faster, so make sure to account for that. In rare cases such as Khan's shield, you can throw the snake above the shield and stun him. The stun also has a 3 second cooldown where you cannot stun the same person so don't spam it, or attempt to stun-lock.

In a lot of gameplays, I see Mal'dambas spamming the reload projectiles while they are not healing and hoping to land them on far away targets. When I used to do that, I found that I was too focused on landing them and waiting for the full reload animation to go off. This caused me to neglect my healing and awareness for my team. Only try stunning enemy non-flankers when you are sure you or your team can follow-up effectively. Otherwise, landing 400 damages are much more reliable and helpful in the long run. Even just shooting a shield/deployable is contributing to the fight. Nevertheless, you are able to cancel your reload by interrupting it with any ability.

Mending Spirits
Notes
Mending Spirits: Summon a spirit to enchant an ally healing 280 Health every second for 5 seconds. (In reality it is 70 Health every 0.25s.)How to use:

A very basic healing ability, but since it is on such a low cooldown (3 seconds), you are hard-pressed to make sure it is always on cooldown while also landing it, to get its full potential. Landing it is the difference between saving a squishy, or increasing the up time of your frontline by a few seconds, so imagine having the potential to save a teammate every 3 seconds. It is hitscan, but has a "remote proximity distance of 1.5" according to the Paladins Wiki and so is a little forgiving. I generally do not save it and make sure I am healing two allies at all times. Doubling up on an ally stacks and applies the 300 burst heal so it is viable to sustain one ally, but most of the time not advisable due to Cauterize and tunnel vision.

Positioning:

Although it has infinite range, Mending Spirits requires LoS (Line of Sight) and so positioning is key. Sometimes, an ally can block another ally you are trying to heal so avoid that. You can heal through enemy shields though.

Mal'damba has to be quite close to the team to get good angles if he wants to heal the whole team. It is essential to know where cover/high-ground is so you can stay out of view from the enemy team while also healing and providing any damage/utility for your team.

Gourd
Notes
Gourd: Toss a gourd full of venom that heals allies for 300 Health every second and damages enemies for 200 Damage every second. (In reality it is 60 Health every 0.2s and 40 damage every 0.2s).When to Gourd Others:

In my opinion, the strongest part of Mal'Damba's kit. Although it is on a 10 second cooldown, I find that many players are using it as an extra Mending Spirits charge that may only come into contact with the ally for 2 seconds until they walk off. Don't exactly save this ability, but make sure it obtains its full value. The Gourd is best for choke-points, the capture point and areas where the frontline can aggressively push up and zone. It is best when it can heal and DAMAGE at the same time. I generally use it for allies in combat, like the main tank on the point, or anyone who has pushed up. When an ally is out of combat and hiding behind a wall, use your Mending Spirits to top them off instead and save your Gourd.

Gourd Positioning:

Gourd positioning is very important. The projectile follows basic physics but make sure you don't hit edges of the point or some stairs as it may bounce up and delay/misdirect the heal. Since the AOE of the Gourd is always a circle, it doesn't spread like Tyra's Firebomb. Resultantly, it can appear through walls and heal teammates. The best way to use it is by throwing it on a corner, so allies can hide, peek and push all while healing for 300 per second.

When Cauterize 3 is up for the enemy team, Gourd loses its healing value on in-combat allies, who are generally Cauterized. This is when I begin to either use it more to damage enemies or as an out of combat heal. It is no Firebomb so most enemies do not think of the Gourd as a threat, but it still does significant damage. It goes through shields so is great against Fernandos and Khans who are slowed by their shields. Remember that the Gourd explodes upon contact of enemies and their shields. Gourd displays the ticks of damage on enemies, even through walls, which is useful for intel.

You will also have to pay attention to the flow of the game in order to maximize the effectiveness of your Gourd. If you feel your team is losing the fight, Gourd more passively or Gourd further back where there is cover, so your team can retreat. If your team is winning the fight, you can choose to Gourd more aggressively, or Gourd the enemy so your frontlines can push up and dive on them.

When to Gourd Yourself:

Gourd is used on yourself on low health when you desperately need to peek the enemy, or you sense a flank nearby. Gourd can also be used on you when you fight flankers. Ideally it is touching both you and the flanker so the Gourd is doing 500 per second of damage and healing (unless they can fly). Most flankers have Cauterize, so late-game I prioritize throwing the Gourd at their feet rather than mine. Only if I stun them, do I try to heal myself.

Slither
Notes
Slither: Quickly slither forward, becoming untargetable for the duration.

The distance is not great and it is on a 8 second cooldown which is much longer than the time it takes a flank to kill you. It is not advisable to use it to re-position and heal an ally unless it is desperate. Save it for when a flank engages you, when you need to retreat or you need to dodge something. The invincibility is definitely the selling point of Slither, along with its speed. The invincibility basically means everything goes through you and you don't take damage. It also cleanses all debuffs like slows, Cauterize and DoT (damage over time). The invincibility lasts the whole dash so if you want the invincibility but don't want to move, say out of your Gourd for example, then you can dash into a wall to stay in place. The Gourd will heal you during it. The speed can catch people off guard, especially when you dash through them (Slither goes through enemies). A combo I like to do is stun, Gourd/shoot shoot shoot, then dash through to avoid an ability and turn around to finish them.

Dread Serpent
Notes
Dread Serpent (Ultimate): Fire a dark vessel that explodes when it lands, fearing all enemy Champions for 2s.Why Dread Serpent is Strong:

All support ultimates are strong but WOW.

Dread Serpent basically acts as a 2 second AOE stun, but with a few added bonuses.

The vessel projectile moves in a straight line at a relatively fast speed, and so theoretically has infinite range. Nevertheless, it is better to ult closer targets as the ultimate line plays when you throw it out, so closer targets have less time to react.

The enemies are feared and so "run" (very slowly) outwards away from the center of the AOE for 2 seconds (the fear DOES NOT end when they exit the AOE). Thus, you can displace enemies in any direction depending on where you aim the center of the explosion. Be warned that the distance they travel is quite short, and is also lessened by Resilience.

The AOE explosion also lingers for around 3.5-4 seconds (not certain).

As a result, Dread Serpent has so many uses I cannot be bothered to go in-depth so I'll just list ways it can be used:

Against groups of enemies so your team can dive.

Save a teammate.

Fearing a long-range target (like a sniper) so they are out of the fight for a duration.

Fearing a flank/fearing a single target to confirm a kill on them. Most of the time you can solo them if they are not a frontline.

Fearing people off the map/into hazards.

Fearing the point so you can cap it. E.g Ulting the point at around 85% cap while you are on it. Also can fear the point/payload so enemies walk off point and overtime ticks away to zero.

Area denial since it activates upon people entering it.

Interrupting an ability/ult.

IMPORTANT TIPS:

Most importantly, you can reactivate the ult or left-click to explode the vessel midair to detonate it earlier, or cover a bigger area. With this, you can also spam it so it explodes instantly around you for any enemies in your face.

Due it being AOE, it is very good at dealing with more mobile champions.

The projectile can be blocked/sucked up by various abilities. Both the projectile and the AOE passes through enemies.

The AOE also goes through shields so make sure to ult low frontlines who have their shields up like Makoa, Fernando and Khan.

It can be good to save ults, but make sure not to save it too much as it can easily win fights, even when not used to its full potential.

I BELIEVE EVERY MAL'DAMBA MAIN SHOULD READ EVERYTHING BELOW!!!!!!!!!!!!!!!!!!!!

Mal'damba's ult is known to be very confusing and 'inconsistent', so I am here to clear up exactly how it works.

Basically the ult follows a few confusing rules:

An enemy will have a variable of having "touched" the AOE or not. Touching the AOE can either be that the vessel explodes when the enemy is within the range, or an enemy enters the lingering ultimate. The AOE is the big sphere.

An enemy can only have "touched" the same Dread Serpent AOE ONCE.

On the INSTANCE of when the enemy "touches" the AOE for the first time, if the enemy has LoS to the center of the AOE, they will be feared. If not, they are not feared.

While a target is feared, they cannot be feared again by a separate Dread Serpent. (So when they are in the fear animation, if you miraculously have another ultimate, you cannot fear them).

Here is a list of all possible scenarios for the enemy:

Vessel explodes and in range of AOE -> LoS to center of AOE = feared

Vessel explodes and in range of AOE -> no LoS to center of AOE = not feared, can't be feared again

Entering lingering AOE -> previously touched the same AOE = not feared, can't be feared again

Entering lingering AOE -> haven't touched same AOE before -> LoS to center of AOE = feared

Entering lingering AOE -> haven't touched same AOE before -> no LoS to center of AOE = not feared, can't be feared again

If this is all too confusing, just remember that the explosion of the ult originates from the center of the AOE sphere and so the center of the AOE requires LoS to the enemy WHEN THE VESSEL EXPLODES AND WHEN THEY ENTER IT FOR THE FIRST TIME.

So if you ult a wall with an enemy behind it, the AOE is technically touching them, but they do not have LoS to the center of the explosion and so aren't feared. If they peek the center of the AOE, they are still not feared since they have already touched the AOE before. Same for if they walk into the AOE for the first time, they need LoS to the center; and if not, they can't be feared ever again, even if they peek the center of the AOE.

This is also why ulting a CC immune or untargetable target will not fear them, even after their immunity wears off, since when their immunity wears off, they have already touched the ultimate before and cannot be feared.

Talents
Build Section
Notes

I will not talk about Mal'damba's two damage talents. Although Wekono's Wrath in my opinion is very strong, it is easily countered by Resilience and it promotes an unhealthy playstyle for Mal'damba.

Everything in this guide will be according to Spirit's Chosen as it adds a little burst to your already low-cooldown heal and it definitely adds up.

THE ONLY TALENT
Spirit's Chosen

Spirit's Chosen

Mending Spirits

Mending Spirits immediately Heals your target for an additional 350.

Level 1

Items
Build Section
Notes

Mal'damba has pretty basic item selections so anything here is probably in other guide.

Support Items
Chronos

Chronos

Armor

Reduce the Cooldown of all your abilities by 10%.

Level 1

Morale Boost

Morale Boost

Armor

Increase your Ultimate charge rate by 10%.

Level 1

Nimble

Nimble

Armor

Gain 7% Movement Speed.

Level 1

Notes
Chronos:

Chronos 1 is ALWAYS your number one item as it just helps Mal'damba so much. I would even argue Chronos 2 to be immediately next, but it really depends on how the match goes.

Morale Boost:

Morale Boost is very good since his ult is game-changing, but if they get resilience it may not be worth buying. I buy this if I am not in desperate need of anything else, or if I need to build up the ult soon. I also buy this if a very mobile flanker is bothering me and I have to solo ult them.

Nimble:

Nimble is nice as it helps you save Slither for more important situations on larger maps.

Defensive Items
Haven

Haven

Armor

Reduce the Damage you take from Direct and Area of Effect attacks by 6%.

Level 1

Guardian

Guardian

Armor

Increase the effectiveness of Shields you create by 10%. This does not affect most cards and passives.

Level 1

Resilience

Resilience

Armor

Reduce the duration and effectiveness of Crowd Control and Slows by 25%.

Level 1

Deft Hands

Deft Hands

Weapon

Increase your Reload Speed by 20%.

Level 1

Kill to Heal

Kill to Heal

Armor

Getting a kill or elimination heals you for 200 Health, unaffected by Anti-Healing.

Level 1

Illuminate

Illuminate

Armor

Increase the range at which you see nearby stealthed targets by 15 units.

Level 1

Notes
Haven and Blast Shields:

Haven and Blast Shields are good if you feel you are taking a lot of damage but since I believe it receives diminishing returns with the loadout card Possession, you may not get its full value.

Resilience:

Resilience if you are being hit with lots of CC as usual but rare.

Deft Hands:

Deft hands I feel is more defensive than offensive but it definitely has its moments. It is more to help you fend off flankers/confirm stuns and let your teammates help deal with them easier.

Kill to Heal:

Kill to Heal is great all-round sustain as you get many elims, but it is not a priority as it is countered by Cauterize and you can already heal yourself if needed. Instead, I tend to buy it so I can switch to an aggressive playstyle if needed. Pulling off your ult will definitely get you a kill while you are not Cauterized so it goes well with an aggressive ult.

Illuminate:

Illuminate for the rare Skye, but you can already deal with her relatively easily due to the invincibility of Slither to counter Poison Bolts, and the AOE Gourd.

Offensive Items

Level 1

Wrecker

Wrecker

Weapon

Your weapon attacks deal 30% increased Damage to Shields.

Level 1

Bulldozer

Bulldozer

Weapon

Your weapon shots deal 25% increased damage to Deployables, Pets, and Illusions.

Level 1

Notes

I rarely buy these and never upgrade them to full, unless my team has absolutely no Cauterize.

Cauterize may help against more sustainy flankers like Buck.

Wrecker only when you are able to free fire shields and Bulldozer for cripple Inara/Barik if needed.

Loadout cards
Build Section
Notes

Since everyone has different playstyles, I won't tell you what loadouts to use but rather the pros of the main cards to use. Any cards not mentioned probably just suck too much.

Healing output
Many Gourds

Many Gourds

Gourd

Reduce the Cooldown of Gourd by 3.2s.

Level 4

Eerie Presence

Eerie Presence

Mending Spirits

Generate 0.25% Ultimate charge every 1s for 3s after hitting an ally with Mending Spirits.

Level 3

Swift Spirits

Swift Spirits

Mending Spirits

Increase the Movement Speed of allies affected by Mending Spirits by 20%.

Level 4

Feed the Spirits

Feed the Spirits

Armor

Reduce your active Cooldowns by 40% after getting an Elimination.

Level 4

Notes
Cards good in almost all situations:Many Gourds:

Many Gourds is very good, since Gourd is just such a strong ability to have up for all situations. Getting a 2 second cooldown decrease means the Gourd has only around 2.5 seconds down time! Anything above level 1 is great but I generally like level 4. Allows you to use your Gourds more liberally and spam the point.

Eerie Presence:

No loadout cards decrease the cooldown of Mal'damba's 3 second heal, but Eerie Presence instead helps you land it more frequently. No matter how good you are, you are definitely going to miss a few right-clicks, so don't feel bad including it in your deck as even pro players use it. If you are not confident, run it max on level 4, but I go with level 3 generally. Don't run it if you are a god or want to high-roll a game with a loadout that puts points elsewhere. Run it if you have a Drogoz or any mobile champion on your team!!!

Synergizes well with Possession, Ritual Magic and Swift Spirits.

Swift Spirits:

Swift Spirits isn't exactly healing, but is amazing for many situations. It helps teammates traverse large maps. It enhances frontlines that are able to dive or zone, or frontlines that have no movement abilities. It enables mobile DPS's to make big plays. Make sure to let people know that you are using this card though as the sudden speed boost may catch your mates off guard. Level 4-5 is good.

This is prioritized in higher levels of play. In casuals/ranked, if you think you have good frontliner players, pick it since it benefits them the most.

Eerie Presence is a must when using this.

Playstyle Defining Cards:Feed the Spirits:

Feed the Spirits really only reduces the cooldown of Gourd and Slither so promotes a more aggressive playstyle. It is definitely snowbally, but you can easily get elims from Gourds and healing when playing passively. Effect is really only noticeable at levels 3-4. Not so good for high-level play and against comps with many frontlines.

The effect does not stack well with Many Gourds and Fleeting, so should generally replace them.

Survivability
Many Gourds

Many Gourds

Gourd

Reduce the Cooldown of Gourd by 3.2s.

Level 4

Possession

Possession

Mending Spirits

Reduce your damage taken by 20% while Healing an ally with Mending Spirits.

Level 5

Incorporeal

Incorporeal

Armor

Increase your maximum Health by 50.

Level 1

Ritual Magic

Ritual Magic

Mending Spirits

Heal for 15 every 1s while Healing an ally with Mending Spirits.

Level 1

Snake Pit

Snake Pit

Armor

Increase your Movement Speed by 16%.

Level 4

Otherworldly

Otherworldly

Slither

Gain a 225-health Shield for 3s after Slither ends.

Level 3

Liminal Passage

Liminal Passage

Slither

Increase the travel distance of Slither by 10%.

Level 1

Fleeting

Fleeting

Slither

Reduce the Cooldown of Slither by 0.6s.

Level 1

Pungent Gourd

Pungent Gourd

Gourd

Increase your Allies' and your Movement Speed by 5% while in your Gourd .

Level 1

Sustenance

Sustenance

Armor

Increase your Healing received by 8% while at or below 50% Health.

Level 1

Notes
Cards good in almost all situations:Many Gourds:

Once again, Many Gourds is very good since Gourd is your best self-sustain tool.

Possession:

Possession is OP. I command you to run it at levels 4-5. Increases Mal'damba's effective HP by a metric ton and fights burst. May as-well say "Gain 20% damage reduction", since you are always healing someone with Mending Spirits if you are playing Mal'damba correctly.

Filler Cards:Incorporeal:

Incorporeal is nice filler and good against flankers or snipers. Level 1-2.

Synergizes with Possession.

Ritual Magic:

Ritual Magic definitely does not sound like a lot at 15 HPS per level, but trust me it adds up if you find yourself in-combat all the time. Good against Grohk's shock pulse. Good at level 1, but don't bother to put in anymore as there are more important options and you are still mainly going to heal with Gourd. Bad against burst.

Playstyle Defining Cards:Snake Pit:

Snake Pit may sound like an offensive card but it helps you have options against good flankers in the early game, and saves the 500 you would've spent on Deft Hands 2, since Deft Hands 1 + Snake Pit is already good enough if Snake Pit is at level 3 or higher. Lets you buy Chronos 1 at the beginning of the game without losing to flankers. Only use it if you predict a really tough battle against multiple flankers but you still need to heal teammates. Snake Pit level 4 definitely lets you feel the difference. Levels 1-2 are pointless in my opinion and also do not help you remember the reload speeds of Mal'damba. Do NOT use this to play Stundamba as a solo healer.

Stacks well with Deft Hands until around 40% reload speed increase.

Personal Preference Cards:Otherworldly:

I rarely see people use Otherworldly but I find it amazing at level 3. It helps you duel, position faster, retreat faster and lets you aggress faster. Feels great to play with and I never turned back after I tried it. Basically free Nimble 3 when you need it most. I feel it is more of an aggressive card so if it doesn't suit your playstyle, just ignore it.

Liminal Passage:

Liminal Passage increases the distance of the Slither, but DOES NOT increase the duration of Slither. As a result, Mal'damba travels faster during the Slither. This could be useful in certain situations where you desperately need the invincibility across a longer distance, but Otherworldly is just more flexible and more value if you want to travel to a certain point faster. The Slither distance is already quite short, and adding 10-30% is not much.

Fleeting:

Fleeting is useful when you are being targeted and require the invincibility constantly. Nevertheless, it loses value every second Slither is not on cooldown, but it is unwise to spam Slither as it may be down when you need it most. It also does not synergize with Chronos. With Chronos 3 and Fleeting level 2, the cooldown on Slither is (8-1)*(1-0.3) = 4.9 seconds, but with just Chronos 3, it is 8*(1-0.3) = 5.6 seconds. So rather than a 1 second cooldown reduction, Fleeting level 2 gives a 0.7 second reduction. The reason Many Gourds is still very good is that Gourd is pretty much always on cooldown as it has many uses.

Needs Otherworldly or Liminal Passage to be good.

Weak Cards:Pungent Gourd:

Pungent Gourd adds a little burst self-healing to your Gourd ability. But if you are healing yourself with Gourd, a burst of 75 HP is insignificant compared to the 300 HPS heal of Gourd. Also, Gourd is realistically on a 7~ second cooldown, so level 1 Pungent Gourd is like an 75/7 = 11~ HPS, which is inferior to Ritual Magic's 15 HPS. Sometimes, you may be at full HP and the effect doesn't activate, while Ritual Magic's effect is relevant every second you are damaged. You can argue that Pungent Gourd is burst healing, which counters Cauterize, but a burst of 75-150 rarely does much.

Needs Many Gourds to be good.

Sustenance:

Sustenance requires high levels to be good, but there aren't many points to spare. The effect also only really occurs when Mal'damba is in a fight at below 50% HP. But below 50% HP, Mal'damba can easily be burst down. Since Mal'damba does not have any burst self-healing, Sustenance realistically only helps him get to 50% HP. The reason why Moxie is so good on Pip is that Pip can burst self-heal, and the healing increase applies to the whole 1200 heal from his potion, which can subsequently instantly heal himself to full. Mal'damba's Gourd is a 60 HP heal per 0.2 second tick, meaning the increased healing buff will stop almost exactly at 50% HP. Sustenance was only really good for Ripened Gourd, but the talent was removed.

Needs cards like Many Gourds, Ritual Magic, Incorporeal and Possession to be good.

Me Loadouts
Build Section
Notes

I'm not recommending anything but just giving an idea of my builds.

I haven't seen anyone else run Otherworldly so maybe it's not that great :P.

If want to see other builds, explore this website for more.

Pro Loadouts:

It is interesting to see how pro players prioritize Swift Spirits a lot (levels 4-5) and prioritize level 1 Ritual Magic, while having lower Many Gourds (level 1-2).

I believe pro play is very different to ranked/casuals.

In my opinion, Swift Spirits is a very aggressive card and enables your team to dive and make plays.

I firmly believe that Swift Spirits benefits off-tanks the most (like Makoa, Khan etc), so if you do not have one, it may not be worth running Swift Spirits.

Swift Spirits is insane in coordinated play and good players love the increased movement speed.

In contrast, the average player may be caught off guard when given a sudden speed boost, or may not even realize they have the boost and don't use it to dive/aggress.

Despite this, Swift Spirits is still good as free Nimble 3 is nice in all situations so try run it as much as you can.

Ritual Magic is great for Mal'dambas that are always in combat, but has almost zero effect against flankers and burst damage. Pro players aren't heal bots and definitely rack up some impressive damage numbers, so can make use of the constant self-healing. Pro players also prioritize Gourding their team rather than themselves due to the larger amount of damage their team faces. This means they need forms of self-healing other than their Gourd.

The average Mal'damba probably Gourds themselves a lot more and can heal out-of-combat if they aren't doing any damage and so do not necessarily need Ritual Magic.

Many Gourds is lower since they spent all their points on Eerie Presence and Swift Spirits.

Gourd Heals
Possession

Possession

Mending Spirits

Reduce your damage taken by 16% while Healing an ally with Mending Spirits.

Level 4

Many Gourds

Many Gourds

Gourd

Reduce the Cooldown of Gourd by 3.2s.

Level 4

Eerie Presence

Eerie Presence

Mending Spirits

Generate 0.25% Ultimate charge every 1s for 3s after hitting an ally with Mending Spirits.

Level 3

Incorporeal

Incorporeal

Armor

Increase your maximum Health by 50.

Level 1

Otherworldly

Otherworldly

Slither

Gain a 225-health Shield for 3s after Slither ends.

Level 3

Spirit's Chosen

Spirit's Chosen

Mending Spirits

Mending Spirits immediately Heals your target for an additional 350.

Level 1

Notes

Gourd is good. Makes sure it is always up for the team and you. Good for strong point tanks like Inara.

Speed
Swift Spirits

Swift Spirits

Mending Spirits

Increase the Movement Speed of allies affected by Mending Spirits by 25%.

Level 5

Possession

Possession

Mending Spirits

Reduce your damage taken by 12% while Healing an ally with Mending Spirits.

Level 3

Eerie Presence

Eerie Presence

Mending Spirits

Generate 0.25% Ultimate charge every 1s for 3s after hitting an ally with Mending Spirits.

Level 3

Otherworldly

Otherworldly

Slither

Gain a 225-health Shield for 3s after Slither ends.

Level 3

Incorporeal

Incorporeal

Armor

Increase your maximum Health by 50.

Level 1

Spirit's Chosen

Spirit's Chosen

Mending Spirits

Mending Spirits immediately Heals your target for an additional 350.

Level 1

Notes

Speed boost your frontlines and you can push up with them for a dive. No Gourd card since no-one is going to be staying in one place for very long.

Snowball
Feed the Spirits

Feed the Spirits

Armor

Reduce your active Cooldowns by 40% after getting an Elimination.

Level 4

Otherworldly

Otherworldly

Slither

Gain a 225-health Shield for 3s after Slither ends.

Level 3

Eerie Presence

Eerie Presence

Mending Spirits

Generate 0.25% Ultimate charge every 1s for 3s after hitting an ally with Mending Spirits.

Level 3

Incorporeal

Incorporeal

Armor

Increase your maximum Health by 50.

Level 1

Possession

Possession

Mending Spirits

Reduce your damage taken by 16% while Healing an ally with Mending Spirits.

Level 4

Spirit's Chosen

Spirit's Chosen

Mending Spirits

Mending Spirits immediately Heals your target for an additional 350.

Level 4

Notes

Feed the Spirits basically replaces Many Gourds and lets you play more aggressively to snowball. Only really good against solo tank comps.

AgainstFlanks
Snake Pit

Snake Pit

Armor

Increase your Movement Speed by 16%.

Level 4

Possession

Possession

Mending Spirits

Reduce your damage taken by 20% while Healing an ally with Mending Spirits.

Level 5

Eerie Presence

Eerie Presence

Mending Spirits

Generate 0.25% Ultimate charge every 1s for 2s after hitting an ally with Mending Spirits.

Level 2

Otherworldly

Otherworldly

Slither

Gain a 225-health Shield for 3s after Slither ends.

Level 3

Incorporeal

Incorporeal

Armor

Increase your maximum Health by 50.

Level 1

Spirit's Chosen

Spirit's Chosen

Mending Spirits

Mending Spirits immediately Heals your target for an additional 350.

Level 1

Notes

Helps against flankers. Chronos first buy still. Ritual Magic doesn't help against flanks.

All rounder
Eerie Presence

Eerie Presence

Mending Spirits

Generate 0.25% Ultimate charge every 1s for 4s after hitting an ally with Mending Spirits.

Level 4

Swift Spirits

Swift Spirits

Mending Spirits

Increase the Movement Speed of allies affected by Mending Spirits by 20%.

Level 4

Possession

Possession

Mending Spirits

Reduce your damage taken by 16% while Healing an ally with Mending Spirits.

Level 4

Ritual Magic

Ritual Magic

Mending Spirits

Heal for 15 every 1s while Healing an ally with Mending Spirits.

Level 1

Many Gourds

Many Gourds

Gourd

Reduce the Cooldown of Gourd by 1.6s.

Level 2

Spirit's Chosen

Spirit's Chosen

Mending Spirits

Mending Spirits immediately Heals your target for an additional 350.

Level 2

Notes

Safe build. What you'd expect most Mal'dambas to run.

Short List of Enemy Champion Counters and Interactions
Champion Section
Flanks
AndroxusBuckSkyeZhinTalusEviePipMojiMaeveLex
Notes
Androxus:

Reversal does not eat/block/activate Dread Serpent. The vessel simply goes through Androxus. Androxus also cannot block the AOE from Dread Serpent unlike Terminus's Reanimate.

Buck:

Slither cleanses all debuffs, so it rids of the slow from Netshot. It is worth stunning a Buck who is using Recovery since the channel is so long for Recovery.

Skye:

Gourd displays the ticks of damage on enemies, even through walls and even if they are invisible, so now Gourd is a hard counter to Skye. Slither to cleanse Poison Bolts.

Zhin:

Zhin can Counter the projectile of your ultimate and it won't explode, so try not to shoot it directly at him but rather around him. When Zhin exits Billow, he will also not be feared while in the AOE of Dread Serpent. If Zhin picks Guillotine, he is CC immune to stuns and fears, even when flying through the air with Spite.

Talus:

Talus can teleport despite being stunned. Unsure, might have been fixed.

Evie:

Stunning an Evie means she is dead, so remember her Wormhole position when she blinks. Warning that good Evies can block the stun with Iceblock by watching your reload animation. Ulting her while she is in Iceblock does not work as it counts her as already being in the AOE, so when she leaves the Iceblock, she is not feared by the lingering ultimate. Against a good Evie, try running away, or solo ult her. Solo ult her when her blinks and iceblock are down, or when she is soaring; all of these preferably when she is close to you.

Pip:

Slither to cleanse Pip slow. But if Pip is running Catalyst, the damage bonus from Catalyst is NOT cleansed by Slither. Try using Dread Serpent after Pip ults to save your team.

Moji:

After Moji leaves her Magic Barrier while in your ult, she will not be feared. I do not think Slither cleanses the Magic Marks.

Maeve:

Maeve ult is now CC so Slither DOES cleanse it.

Lex:

Slither dodges Lex's ult when he fires. Slither does not affect Discovery.

Frontlines
AshBarikFernandoKhanMakoaTerminusAtlas
Notes

Frontlines are thicc so stunning them is easy, but don't pointlessly stun them. Your ults go through enemy shields, along with Mending Spirits and the AOE of Gourd.

Ash:

Stun Ash during Shoulder Bash channel.

Barik:

Stun Barik on low health so he does not Bowling Ball. Bulldozer lets you perfectly one-shot his turrets if he does not put any cards in turret hp.

Fernando:

Stun Fernando during his shield if you can, or put a Gourd on him.

Khan:

You can stun Khan over his shield. Stun during his shield if you can, or put a Gourd on him.

Makoa:

Stun Makoa during his shield/ult if you can, but be careful of Leviathan.

Terminus:

Stun Terminus during his shield if you can, or put a Gourd on him. The Gourd explodes on his Siphon and does not get absorbed. When you stun him while he Shatterfalls, the cooldown on Shatterfall resets and he can use it immediately after he recovers from the stun, same for the fear from Dread Serpent. Slither away to dodge the burst from his Calamity blasts and remain out of his axe. Gourd to deny an area he would've walked through.

Atlas:

The vessel/projectile of your ult is absorbed by Altas's Stasis Field, along with your Gourd projectile. The Gourd AOE still appears through the shield.

The AOE of Dread Serpent goes through Altas's Stasis Field and fears anyone on the other side of it.

Supports and Damages
Bomb KingCassieTyra
Notes

You honestly should not encounter any of these roles. But here are some interesting interactions.

Bomb King:

Slither should cleanse Bomb King's sticky bombs that are stuck on you, but due to bugs, may travel with you when you slither.

Cassie:

Slither DOES NOT cleanse Cassie ult. The "Revealed" indicator disappears after you Slither, but Cassie can still see you through walls. Not sure if bug or not. Slither also DOES NOT cleanse the mark from Big Game.

Tyra:

Slither DOES cleanse Hunter's Mark and removes the reveal and dmg boost. If Tyra is running Hunting Party, the damage boost is also removed for everyone.

How to Play Around Friendly Roles and Champions
Champion Section
Frontlines
AshBarikFernandoInaraKhanMakoaRuckusTerminusTorvaldAtlas
Notes

In general, your Gourd is for your main tank on the point, and Mending Spirits is to pocket the off-tank or a DPS.

In the late game, you could hold off on healing a frontline until they are off Cauterize, as 90% reduction on healing means your heal will not do much. If they have Rejuvenate or have in built Rejuvenate, you could just choose to heal them as normal. Frontlines are mostly off Cauterize when they use their shielding ability.

Ash:

Try to heal Ash when she shields, especially with Fortress Breaker. When she is playing an aggressive Battering Ram, pocket her with Mending Spirits. Pay attention to when she charges in and out for Gourd placement. Also try healing her after she ults, as less people will be shooting her to apply Cauterize on her.

Barik:

Try healing Barik during his shield and ult. Swift Spirits helps him a lot and turns him into a fat Cassie with insane self-sustain.

Fernando:

Swift Spirits is a must on Fernando. Heal him during his shield and ult.

Inara:

ALWAYS be healing Inara. Her Earthern Guard grants increased healing and so makes your life easier in keeping her up. She can even put a wall between herself and the enemy team so make sure to heal her when she does that. Gourd compliments well with her Warder's Field.

Khan:

Heal Khan when he shields. His Battleshout does not cleanse Cauterize though. You can try stunning people he throws behind him but may be hard.

Makoa:

Try to heal Makoa when he shields. Gourd may deny enemies from entering his shield to finish him off. Also try listening for his hook to stun people he brings in, to ensure an easy pick. Swift Spirits helps his ult very much.

Ruckus:

Pocket Ruckus, though his shield does not block Cauterize. Your ult compliments his ult.

Terminus:

Heal Terminus when he shields. Swift Spirits is a must. Gourd aggressively so he can jump into the Gourd and swing his axe.

Torvald:

Torvald's shields do not block Cauterize. Torvald has no movement abilities so Swift Spirits helps him on larger maps.

Atlas:

Atlas's Stasis Field blocks Cauterize, and may also have a card that increases his healing received while Stasis Field is active, so definitely heal him while his shield is up. Atlas has a rewind ability and so is less dependent on your healing in the later stages. Ulting Banished enemies will not work since they are immune. Even if the Banish effect wears off while they are in the Dread Serpent AOE, they are still not feared.

DPS
Notes

Pocket DPS's, but do not overextend to save them. Aggressively ult when you have a DPS with you. Stick with your backline DPS when the enemy flanker is around.

In coordinated games, most DPS's will appreciate a high level Swift Spirits.

Many flankers have abilities that help them escape or grants them some form of invulnerability. Use Mending Spirits and give them a 300 burst when you see them use it (Androxus Reversal, Evie Iceblock, Koga Shadowstep, Moji Magic Barrier, Zhin Billow).

Healing Skye might give away her position when she is stealthed in front of enemies.

Try healing Drogoz when he goes in for a Dragon Punch. You can even ult so he gets a free punch and survives it.

Swift Spirits does not benefit Imani's Dragon when you heal Imani.

Thanks for reading!
Build Section
Notes

Although I don't recommend Mal'damba as your first champion, he was the champion I got into which sparked my love for Paladins. So go play Mal'damba (and supports in general) to experience the most fun you can have in Paladins!

I might become an IO main later so we'll see how this guide goes.

please buy rejuvenate
Rejuvenate

Rejuvenate

Armor

Receive 10% more Healing from other players.

Level 1