4 months ago
1
Patch 6.4
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Free Agent - NA

I know people wont get why i play Grohk like this, idk i just always have. He is if not the best, one of the best aoe Healers.( pip might have taken that spot now, i am not sure) Its not just how well you can dance in and out of ghostwalk while droping totems. It works well, but it also depends on your team and if they can understand how u intend on playing him and if they can play as a soild team or if there that typical "know it all" and just want to run out there 1 v 4 or 2 v 5 that will dictate not only if this build will work in that match but also dictate, if they so choose to not play on the payload but instead run out and scream why no one is following them as the own personal pocket healer on how miserable that match can really turn out to be with team mates as such.

FYI: I am not nor do i claim to be some god teir of a player. Just an Avg button smashing player who still to this day trys not to smash buttons lol. I am just sharing what seems to have worked well for me with this char i love playing while at the same time groups seem to always bitch about how this new match is already a wash cause thats who u picked to heal with. like i said 9 times out of ten if the group just plays more together, not only will it seems to turn into a win but a lot Nah sayers tend to change there toon about playing with the (what seems like) the blue half brother on Blanka. This build isnt for everyone, i am sure no on good, But it works well for me.

Build as Tank and Dance in the Underverse.
Build Section
Notes

I know people wont get why i play Grohk like this, idk i just always have. Basicly after i get chronos 2 and 3 i can protect my 2-3 totems on the payload with ghost walk cooldown ( Haunting ), which in turn lowers the cooldown of healing totems while having Gale card in my loadout. With cooldown card for ghost walk, as well as with the self heal while ghost walking ( Phantom ), I just become more and more of a pain in the ass to kill. I personally will toss in Shamanic Might with 2 points into it just for that little extra HP. Un sure of how much it helps by numbers, i just seem to notice i survive a bit better with it. Leaving the spot for our 5th and final card in the load out. This one i use to almost always go with Outreach, as of late i have more often then not swapped it out for Crackle. Really only reason being is i normally tell my team at the start of the match we will win if they just understand to stand on payload, dance around, get your kills in and what not, but just stay on the payload as it moves and there will always be minimum 2 totems healing always and for a few secs every few secs a third. I am not saying sometimes u wont have to duck behind cover or dodge a Jenos alt or something to that effect. Yet When get a team at lease willing to try what i exsplained to them 9 times out of 10 its a win. Stick with the payload, totems will be there if i am not dead. For flanks i have had good results when asking if my flanks are ok with coming back toward the payload for heals. I keep a good eye out for them and normally with there better movement around the map i dont seem to find myself having to toss a totem there way which in turn takes one from the payload making just for a few secs it a bit harder to keep heals around the payload as strong as they could be. I find this build ( For me ) has enough room in it to change 1 or 2 cards depending if it may seem my team isnt going to be on board with it all. At that point, for me, I normally swap Crakle for Outreach. Id take 1 point from outreach and drop it to 2 points and take the other point and either drop it in Phantom, or just take out Phantom and replace that card with Spirts Grace and drop both points into that. I should also exsplain, i dont simply use ghost walk when i am getting hit to much or need a sec with out being dmged to heal. I pop it as often as i can simply to activate the 2.4 sec cooldown on my totems. Depending on a lot going on around me we dictate if i am popping ghostwalk to just pop right out of it as fast as i can so i can drop more totems on the payload, or if i am lets say poping it because i need a little extra self heal due to the fact i am getting so focused at that moment. It could be it just came off cool down and i still have 2 totems going strong on the payload but my flank i notice is running back to us, low on health, maybe even being dmg still by someone. So i can use it for the immunity it comes with to run past an enemy or 2 just to pop it off near him so i can in turn drop 1 or 2 totems on the path he still has to run to make it back to us, while still leaving 1 totem to drop on payload as my other 2 would be most likely fading by that point. With this build and something like that by the time i get back to payload, drop that last totem on it for everyone, ghostwalk is off CD by then and with just a quick pop on pop off, i now have 3 freash totems i can drop. ( Forgot to mention, when i say guard totems.... i am saying drop them like on on the payload or behind it as it moves to help block enemy dmg, and while that helps a little i am in front of the payload dancing in and out of ghostwalk, droping as many totems as i can while using my body to try and absorb any dmg before they do.) Its fair to mention that untill to get Chrono 2 if not 3, doing this will be much harder. play a bit safer at the start and once u get chrono 3 and a defensive card maybe even ult cooldown, thats when this becomes fun and u start noticing the other team focusing the shit out of u while u dance around them laughing while in ghost form.

FYI: I am not nor do i claim to be some god teir of a player. Just an Avg button smashing player who still to this day trys not to smash buttons lol. I am just sharing what seems to have worked well for me with this char i love playing while at the same time groups seem to always bitch about how this new match is already a wash cause thats who u picked to heal with. like i said 9 times out of ten if the group just plays more together, not only will it seems to turn into a win but a lot Nah sayers tend to change there toon about playing with the (what seems like) the blue half brother on Blanka. This build isnt for everyone, i am sure no on good, But it works well for me.

Totem Body Guard
Totemic Ward

Totemic Ward

Healing Totem

Gain a third charge of Healing Totem, increase their healing by 15%, and increase their radius of 20%. Remedy(+10% Healing and +5% Damage)

Level 1

Gale

Gale

Ghost Walk

Decrease the Cooldown of Healing Totem by 3s after activating Ghost Walk.

Level 5

Haunting

Haunting

Ghost Walk

Reduce the Cooldown of Ghost Walk by 2.4s.

Level 4

Shamanic Might

Shamanic Might

Armor

Increase your maximum Health by 100.

Level 2

Crackle

Crackle

Healing Totem

Increase the duration of Healing Totem by 0.6000000000000001s.

Level 3

Phantom

Phantom

Ghost Walk

Heal for 100 over the duration of Ghost Walk.

Level 1

Chronos

Chronos

Armor

Reduce the Cooldown of all your abilities by 30%.

Level 3

Veteran

Veteran

Armor

Increase your base maximum Health by 16.5%.

Level 3

Haven

Haven

Armor

Reduce the Damage you take from Direct and Area of Effect attacks by 18%.

Level 3

Morale Boost

Morale Boost

Armor

Increase your Ultimate charge rate by 30%.

Level 3

Team not Stacking w/ you
Totemic Ward

Totemic Ward

Healing Totem

Gain a third charge of Healing Totem, increase their healing by 15%, and increase their radius of 20%. Remedy(+10% Healing and +5% Damage)

Level 5

Gale

Gale

Ghost Walk

Decrease the Cooldown of Healing Totem by 3s after activating Ghost Walk.

Level 5

Haunting

Haunting

Ghost Walk

Reduce the Cooldown of Ghost Walk by 2.4s.

Level 4

Shamanic Might

Shamanic Might

Armor

Increase your maximum Health by 100.

Level 2

Outreach

Outreach

Healing Totem

Increase the deploy range of Healing Totem by 30%.

Level 2

Spirit's Grace

Spirit's Grace

Healing Totem

Allies inside your Healing Totem gain 12% increased Movement Speed for 1s.

Level 2

Chronos

Chronos

Armor

Reduce the Cooldown of all your abilities by 30%.

Level 3

Haven

Haven

Armor

Reduce the Damage you take from Direct and Area of Effect attacks by 18%.

Level 3

Morale Boost

Morale Boost

Armor

Increase your Ultimate charge rate by 30%.

Level 3

Veteran

Veteran

Armor

Increase your base maximum Health by 16.5%.

Level 3