14 days ago
1
Patch 3.3
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Free Agent - EU

LAST MAJOR UPDATE on 10-1-2022 in patch 4.7

About me:

I'm a paladins player since autumn 2016 and a Grohk support main almost ever since. I OTP:d support Grohk into masters in S1, didn't play as competitively for a while, and came back to Paladins as my main game since the start of summer 2021 after WoW TBC flopped for me. I decided to write a guide on how I play support Grohk in high elo games to maybe give some ideas and advice to people that wanna start playing Grohk as a support.

I will try to keep the builds and guides current to what I'm using and post thoughts why I do bigger reworks whenever I make them.

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About Grohk: 

Strengths:

-One of the highest effective HPS in game

-Great ult that synergises well with a lot of champions

-High damage potential compared to other high healing output supports

-Ghost Walk is a top tier immunity tool when utilised properly.

-Strong early game.

Weaknesses:

-Mediocre range

-Lackluster mobility with a high cooldown

-Practically no verticality

-Weak to divers

-Practically no burst

-FAT HEAD

Situations where you can pick Grohk:

-You are able to pick late in the draft

-The enemy does not have a counter to you (expanded later)

-Your team has 2 tanks

-You have a solo tank setup against a solo tank setup

-You have a double dmg setup

-The enemy has a double damage setup (expanded later).

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Talents:

Totemic Ward

Personally, I rarely use this. If you are in a double support comp, Maelstrom will be better. If you are solo, this talent usually doesn’t pack enough healing. The only situation I would maybe consider this talent is when you are playing double support into an unfavourable tank matchup, where you can’t reliably land Shock Pulses.


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Spirit’s Domain

My talent of choice for almost all support situations. Has the most healing and is the most versatile for maps and comps.


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Maelstrom

For dmg Grohk or aggressive double support comps with tanks that have high sustain or good mobility i.e barik, ruckus, ash, koa. Especially good with a Furia in a double off tank comp.

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Maps to generally avoid (unless you know what you're doing):

Timber mill

Requires long range and good mobility with verticality. I would just straight up avoid this map. Other maps on this list are highly map knowledge, skill and matchup dependent.

Fish Market

Long range map. Requires exceptional positioning to be able to heal your team as a whole consistently. Has terrain that fucks up totem placement as it is in 3.3 for some key parts of the map (dockside, hill before base etc.).

Warder’s Gate

Same deal as Timber Mill but less. Easy map to get flanked and dived on. You need to know how to position in this map to avoid it turning into Timber Mill or a death fest. Can be a fairly decent map for Grohk since point allows a lot of freedom and cover for totem placement, but you need to move a lot based on how your team positions. Personally, I quite like this map as it is interesting and movement heavy. Seriously not a beginner friendly map, tho.

Shattered Desert

This can be a very nice map for Grohk, if you can handle the enemy flank/OT pushes. You have a lot of cover and good visibility pretty much everywhere if your team doesn't get pushed badly. Requires good positioning to be able to utilise all the healing sight lines. Obstacles provide nice places for totems for point capping and throughout the pushing progress. The difficult part in this map is staying alive. The only reason this map is in this category is flankers and aggressive OT players. Otherwise, this map is more of a favourable map knowledge check.

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Favourable maps:

Frog isle

This map is great for both dmg and support Grohk. It is a hard map for flankers and forces your team to play in your totems. A nice beginner friendly map that doesn't punish you badly for positioning or totem mistakes.

Ice mines

A tight tunnel run with loads of cover. Basically the same as Frog Isle, but the ice cave section before each base requires Outreach 3 against long range poke comps.

Brightmarsh

More or less the same as Ice mines, but now you have to position a little better to be able to heal side lanes.  Requires you to be aware of flank routes. Probably the best map in game in terms of totem placement.

Ascension Peak

The point is Grohk heaven and high ground healing is easier than on most other healers. All of the payload push has great spots for totems and cover within staff reach. Requires you to be aware of flank routes.

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Maps where my opinion probably differs from the majority:

Bazaar

I don’t like the point for Grohk, at least with Spirit’s Domain (which is my main talent). It is awkward to heal and a lot of times people LoS you, requiring you to chase them out of cover. With lackluster mobility you are very vulnerable to high ground and due to your range, you are unable to effectively use it yourself. Payload in this map is nice tho, granted you succeed in capping first.

Serpent Beach

Has a lot of both things Grohk likes and dislikes. I think it mainly comes down to navigation of the map, which is slow with no proper mobility. Healing generally is good, tho the point leaves you desiring more. The current totem AoE range doesn’t allow you to heal high ground and objective simultaneously like it used to. Requires extra care in positioning to be able to heal everyone.

Matchups
Champion Section
Favourable matchups
KogaSkyeMojiTalusCassieViktorVivianOctaviaSaatiStrixImaniInaraKhanBarikAtlasFernandoTorvald
Notes
Flanks:

Anything that lacks high burst or tenacity to chase you belongs here. Talus is mentioned here, instead of the unfavourable matchups plainly due to a lack of good talus players. In the right hands and map, Talus will obliterate you. That doesn't happen 95% of the time.

Damage:

Generally speaking backline, direct damage focused damage dealers are what you want to be facing.

Tanks:

For tanks, generally you want something that doesn’t block your staff heal to your tank constantly on point and off tanks that are not heavy divers. Barik can be iffy with his shield, but he generally is not a threat to you if your point tank isn't a moron and doesn't walk into his shield when requiring heals.

Unfavourable matchups
EvieVatuMaeveLexBomb KingDredgeDrogozWilloAshRuckusYagorath
Notes
Flanks:

Ultra high mobility is your enemy. These champions have the ability to come in and chase you through your ghost walk.

For me, Evie used to be a certain no go and I would advice the same for most people. Nowadays I only wanna 100% avoid evie when she is a top 2 pick in the draft. Sound cues are the key to dealing with her where hearing a teleport is an instant cue to Ghost walk, figure out where she is and reposition. Then she does not have a a chance to cripple you without walking into you.

For the other flanks it's about being aware of them, Ghost walking for dmg mitigation and repositioning. Where these flanks differ from the rest is how fast they can kill you, especially Lex with your big head. Andro does the same but you can actually hear him coming a mile away and prepare where as Lex is a pure awareness and reflex check. Talus belongs to this insta kill category as well, but there are so few good Talus players that he is in the favourable matchups category.

Damage:

Heavy point control blasters kill your team and your totems at the same time! Avoid these matchups unless you have drafted counters for them or the map isn't good for AoE dmg.

Tanks:

Hard diving off tanks have all the same stuff you hate in highly mobile flanks plus a ton of health. Yag isn’t as scary as the others especially if you have a counter to it. She is just mega annoying like Willo and requires you to constantly move around.

Skill matchups
AndroxusBuckZhinVoraLianKinessaSha LinRaumMakoaTerminus
Notes
Flanks:

Buck kills you in a second if you lose track of him. Zhin kills you slowly, but has the tenacity and mobility to keep at it until you die, unless you position well. Vora does what Zhin does but better and with burst. As said in the last category, Andro kills you maybe even faster than buck, but you will have better sound cues to track and prepare for him.

Damage:

In general all of these are just plain terrors when in the right hands. All of them have good burst and diving potential to chase and finish you off if you misposition even once. Generally, they can't dive you through your team and survive, especially with ghost walk, but are certainly requiring of high awareness to avoid getting too close to them.

Tanks:

Sticky lard sacks that dive and whittle you down until you die, except for Koa who kills you in a hook combo without you having a chance to Ghost Walk before Haven 2. Terminus is mainly scary here as an off tank, as which he rarely gets played as anymore. On point he just kills your totems all the time unless the map has good places for them in cover or you use your brain to place them.

Loadouts
Build Section
Notes

Thought on builds as of 10.01.22:

SD:

Been experimenting a lot with builds lately due to the upcoming season changes and I've formed a few opinions vs my old stuff. I used to run a heavy totem build regardless of the support talent as it is the most healing output, but given the upcoming caut changes and how the meta has been favouring supports with dmg, I've transitioned to playing with Thunderlord 4 and Thunderstruck 1 in my main SD build. This allows me to transition easier into dmg dealing, especially late game when caut really kicks in. Also, not having to manage ammo as heavily feels really nice and works really well with tank healing.

I also had been experimenting with Haunting and Phantom for more survivability, but after a few weeks of trying, it doesn't really feel worth it for how many points it requires. As I transitioned into TL 4, it also made sense to bring Spirit's Grace back, since I'm not as constrained by my totem CD for healing. SG in turn let's me drop Astral Traveller for more team utility.

TW:

Still does not suffice for main healing and Mael is better for double support. Tried a few builds that I was pretty happy with, should the upcoming TW buff push this talent into viability for main support. I'll give out a few builds that I liked below in case you just prefer this talent for whatever reason.

Main SD
Spirit's Grace

Spirit's Grace

Healing Totem

Allies inside your Healing Totem gain 30% increased Movement Speed for 1s.

Level 5

Thunderlord

Thunderlord

Weapon

Increase your maximum Ammo by 40%.

Level 4

Outreach

Outreach

Healing Totem

Increase the deploy range of Healing Totem by 45%.

Level 3

Shamanic Might

Shamanic Might

Armor

Increase your maximum Health by 100.

Level 2

Thunderstruck

Thunderstruck

Shock Pulse

Generate 6% of your Ammo for each unique enemy hit by Shock Pulse.

Level 1

Spirit's Domain

Spirit's Domain

Weapon

Hitting allies with your Lightning Staff Heals them for 750 per second and your maximum Ammo capacity is increased by 15%.

Level 1

Notes

My bread and butter that I run 99% of the time. My recent thoughts on the main build can be read above.

Damage Grohk
Lightning Rod

Lightning Rod

Shock Pulse

Heal for 120 for each enemy hit with Shock Pulse.

Level 4

Arc Lightning

Arc Lightning

Shock Pulse

Increase the Chain range of Shock Pulse by 32%.

Level 4

Spirit's Grace

Spirit's Grace

Healing Totem

Allies inside your Healing Totem gain 24% increased Movement Speed for 1s.

Level 4

Thunderstruck

Thunderstruck

Shock Pulse

Generate 12% of your Ammo for each unique enemy hit by Shock Pulse.

Level 2

Shamanic Might

Shamanic Might

Armor

Increase your maximum Health by 50.

Level 1

Maelstrom

Maelstrom

Shock Pulse

Your weapon shots reduce the Cooldown of Shock Pulse by 0.5s and Shock Pulse chains 4 additional times.

Level 1

Notes

The key cards here are Lightning Rod 4-5, Arc Lightning 4-5 and Thunderstruck 2-3. You should have these in every damage loadout you do. Updates on my old build are:

Lightning Rod 5 -> Lightning Rod 4
Conduit 1 -> Shamanic Might 1

Spirit's Grace 3 -> Spirit's Grace 4

The added health synergises well with the buffed and actually useful Veteran, where I feel like the 50 health is just a no brainer now for a one pointer instead of Conduit. To further push out Conduit, I upped Spirit's Grace by 1 for team utility since with the caut changes, LR will be more valuable early and less valuable late and I think the boost in team utility becomes more useful.

TW builds that I would play
Notes

My suggestions for Totemic Ward builds, should you prefer it for some reason.

TW Crackle + Range
Spirit's Grace

Spirit's Grace

Healing Totem

Allies inside your Healing Totem gain 30% increased Movement Speed for 1s.

Level 5

Thunderlord

Thunderlord

Weapon

Increase your maximum Ammo by 50%.

Level 5

Outreach

Outreach

Healing Totem

Increase the deploy range of Healing Totem by 30%.

Level 2

Crackle

Crackle

Healing Totem

Increase the duration of Healing Totem by 0.4s.

Level 2

Thunderstruck

Thunderstruck

Shock Pulse

Generate 6% of your Ammo for each unique enemy hit by Shock Pulse.

Level 1

Totemic Ward

Totemic Ward

Healing Totem

Gain a third charge of Healing Totem and increase their healing by 15%.

Level 1

Notes

This was the best feeling TW build for a main loadout. With Crackle, it's aiming for max healing output. All of the TW builds will have TL 5 + TS 1 for more dmg as it is what will keep you relevant in any way vs other healers' offerings with decent DPS and ult spam.

TW Gale + Range
Spirit's Grace

Spirit's Grace

Healing Totem

Allies inside your Healing Totem gain 30% increased Movement Speed for 1s.

Level 5

Gale

Gale

Ghost Walk

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

Level 5

Thunderlord

Thunderlord

Weapon

Increase your maximum Ammo by 20%.

Level 2

Outreach

Outreach

Healing Totem

Increase the deploy range of Healing Totem by 30%.

Level 2

Thunderstruck

Thunderstruck

Shock Pulse

Generate 6% of your Ammo for each unique enemy hit by Shock Pulse.

Level 1

Totemic Ward

Totemic Ward

Healing Totem

Gain a third charge of Healing Totem and increase their healing by 15%.

Level 1

Notes

Another main build candidate. If I were to play this now I would bump TL to at least a 3 and Outreach maybe as well, at the cost of Gale. Gale vs Crackle is actually identical in terms of effective healing output so the choice kind of comes down to you on which card you prefer.

TW HP + Range
Spirit's Grace

Spirit's Grace

Healing Totem

Allies inside your Healing Totem gain 30% increased Movement Speed for 1s.

Level 5

Thunderlord

Thunderlord

Weapon

Increase your maximum Ammo by 50%.

Level 5

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

Thunderstruck

Thunderstruck

Shock Pulse

Generate 6% of your Ammo for each unique enemy hit by Shock Pulse.

Level 1

Totemic Ward

Totemic Ward

Healing Totem

Gain a third charge of Healing Totem and increase their healing by 15%.

Level 1

Notes

More HP traded for less effective HPS. Can get you kinda tanky with Veteran and Haven stacking vs bursty comps or in open maps.

Experimental TW LR sustain
Spirit's Grace

Spirit's Grace

Healing Totem

Allies inside your Healing Totem gain 30% increased Movement Speed for 1s.

Level 5

Lightning Rod

Lightning Rod

Shock Pulse

Heal for 120 for each enemy hit with Shock Pulse.

Level 4

Crackle

Crackle

Healing Totem

Increase the duration of Healing Totem by 0.4s.

Level 2

Outreach

Outreach

Healing Totem

Increase the deploy range of Healing Totem by 30%.

Level 2

Thunderstruck

Thunderstruck

Shock Pulse

Generate 12% of your Ammo for each unique enemy hit by Shock Pulse.

Level 2

Totemic Ward

Totemic Ward

Healing Totem

Gain a third charge of Healing Totem and increase their healing by 15%.

Level 2

Notes

An experimental build that a found fun in concept but couldn't quite make feel worth it. The idea was to lean sustain on LR so you don't need to use your totems for it. Looking at it now, I would probably swap out crackle and TS 2 for TL 3 + TS 1.

Items
Build Section
Notes

OLD SUPPORT item notes:

You want to always rush Chronos 2. If you are against a skye, I would start with Chronos + Illuminate and finish both before getting anything more. I would do the same with Chronos + Resilience against Atlas or Grover. I find myself buying nimble less and later in the match because of my mobility focused loadouts, but if you don’t use mobility in yours, you should definitely buy nimble as a 2nd or 3rd item. After that just react to your opponents with the situational items.

You can buy master riding in long maps, when you die a lot for some reason, or as a last item you can afford before 3-3 point if you fear you might die. With Spirit’s Domain you don’t want to pick up offensive items, but with Totemic Ward you might have to. Veteran will become an option in 3.4 for added survivability but it’s still the last option in case Haven isn’t enough.

Support Items
Great items in any situation
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

Rush Chronos. However, with more staff focused healing you can be more flexible in terms of build order. You can definitely start Illuminate 2 for example against a saati or skye or in a more defensive way with Haven + Nimble for example vs a divey comp. Still the main items you strife for are Chronos and Morale Boost. I still rarely buy nimble due to Spirit's Grace, but it can definitely work.

Situational
Haven

Haven

Armor

Reduce the Damage you take from Direct and Area of Effect attacks by 5.5%.

Level 1

Veteran

Veteran

Armor

Increase your base maximum Health by 5%.

Level 1

Resilience

Resilience

Armor

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

Level 1

Illuminate

Illuminate

Armor

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

Level 1

Master Riding

Master Riding

Armor

Increase your Mount Speed by 15%.

Level 1

Wrecker

Wrecker

Weapon

Your weapon attacks deal 30% increased Damage to Shields.

Level 1

Level 1

Bulldozer

Bulldozer

Weapon

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

Level 1

Notes

You can buy master riding in long maps, when you die a lot for some reason, or as a last item you can afford before 3-3 point if you fear you might die. Veteran + Haven is a pretty nice combo now, especially if you run Shamanic Might in your loadout.

Remember that you do not want to buy defensive items unless you need them. If you do not feel threatened by the enemy team, buy utility and offensive items instead.

Don't waste your credits
Life Rip

Life Rip

Weapon

Your weapon shots gain +10% Lifesteal.

Level 1

Kill to Heal

Kill to Heal

Armor

Getting a kill or elimination heals you for 300 Health.

Level 1

Deft Hands

Deft Hands

Weapon

Increase your Reload Speed by 20%.

Level 1

Rejuvenate

Rejuvenate

Armor

Receive 8% more Healing from other players.

Level 1

Notes

Just no. Maybe kill to heal if you can't figure out ANYTHING ELSE.

Damage items
Notes

If your team has good cauterizers, start with Chronos or Morale Boost. I’ve been leaning more and more into Chronos as the 1st/2nd item with Cauterize instead of Morale Boost for the ridiculous Shock Pulse spam it provides. I often get Chronos 2 before I rush Cauterize 3 and after that it kinda depends. You should defer from defensive items unless you actually need them.

Must haves

Level 1

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

Situational
Master Riding

Master Riding

Armor

Increase your Mount Speed by 15%.

Level 1

Nimble

Nimble

Armor

Gain 7% Movement Speed.

Level 1

Resilience

Resilience

Armor

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

Level 1

Haven

Haven

Armor

Reduce the Damage you take from Direct and Area of Effect attacks by 5.5%.

Level 1

Illuminate

Illuminate

Armor

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

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

Veteran

Veteran

Armor

Increase your base maximum Health by 5%.

Level 1

Rejuvenate

Rejuvenate

Armor

Receive 8% more Healing from other players.

Level 1

Notes

Same reasonings as for the support section, although now rejuvenate is an option.

Don't waste your credits
Kill to Heal

Kill to Heal

Armor

Getting a kill or elimination heals you for 300 Health.

Level 1

Life Rip

Life Rip

Weapon

Your weapon shots gain +10% Lifesteal.

Level 1

Deft Hands

Deft Hands

Weapon

Increase your Reload Speed by 20%.

Level 1

Notes

No.