
Free Agent - EU
Updated loadouts for maelstrom and spirit's domain
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 generally prefer the healing playstyle of Grohk and this guide generally focuses on aspects of support Grohk.
I will try to keep this up to date the best I can and make changes when they become relevant.
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About Grohk: Strengths:-Off supporting
-One of the highest effective HPS in game with Spirit's Domain
-Great utility with Totemic Ward
-High utility in general with Spirit's Grace
-Great point pressure as damage
-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
-Pretty even strength throughout the match if people buy rejuvenate late
Weaknesses:-Mediocre base range
-Lackluster mobility with a high cooldown
-Practically no verticality
-Weak to divers
-Practically no burst with dmg or heal
-FAT HEAD
Situations where you can pick Grohk:-You are playing on Bazaar or Jaguar Falls
-You are able to pick late in the draft
-The enemy does not have a counter to you, especially dive
-Your team has 2 tanks (support)
-You have a solo tank setup against a solo tank setup (support)
-You have a double dmg setup (support)
-The enemy has a double damage setup (support, expanded later)
-The enemy doesn't have big shields, or they have long CD (damage)
-The enemy has a bunch of deployables (damage)
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Talents:A healing calculator I made for Grohk. You shouldn't just try to max healing output for your loadout, but this sheet will make it easier to compare effects of cards, talents and items on healing. Feel free to copy it and mess around!
https://docs.google.com/spreadsheets/d/1IZhHSUje1USJ-U5MVgAO8V3WoWlNfQUfu7IWC2819Xs/edit?usp=sharing
Hybrid talent for double support comps. Play this if you have a diver off tank and flank/damage. Can work as the solo heal talent on bazaar or jaguar falls but with the keyword change in S6 playing Spirit's Domain is just safer.
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My main heal talent in S6. The 20% heal increase gives this talent amazing potential, although it is fairly hard talent to play well. Your lackluster range requires good positioning and staff healing requires good tracking and focus to not tunnel vision. Remember to keep your totems on CD when playing this talent.
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For dmg Grohk or aggressive double support comps with tanks that have high sustain or good mobility i.e barik, ruckus, ash, koa. I rarely play this talent because of big shields being in the meta a lot. I also just prefer the healing playstyle. The keyword change gives Maelstrom insane AoE potential given the right enemy comp.
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MapsMaps 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 for some key parts of the map (dockside, hill before base etc.).
Warder’s Gate
DISCLAIMER: I like this map, but it is hard to play well.
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.
Serpent Beach
Has a lot of both things Grohk likes and dislikes. I have confirmed that a lot of the lost verticality for totem healing has been restored, with Totemic Ward radius buff. SD healing generally is good, tho the point leaves you desiring more. The current totem AoE range without TW doesn’t allow you to heal high ground and objective simultaneously like it used to.
All in all this is a positioning puzzle that a lot of the time is a tad too hard to crack. The map also encourages flanks with a lot of verticality which is an issue for both healing talents. There are some trick spots to heal verticality, but utilising them properly is really hard. I often avoid Grohk on this map now unless the comp is really good for it.
Splitstone Quarry
DISCLAIMER: I like this map, but it is hard to play well.
I like this map now with SD. Staff has enough range to heal point and with a little outreach you can heal all common teammate positions from cave and high ground. For TW this is an awkward map because most team comps do not play around the point and putting down totems which are useful to multiple teammates is really hard. Pushing with TW is easier if you just manage capping first. If you are playing TW, encourage your team to either play cave or house, not both.
Like the other unfavorable maps I like in this list Splitstone Quarry requires good positioning, which makes me put it in the unfavorable category for the average Grohk players. Definitely a no-go for a beginner.
Stone Keep
DISCLAIMER: I like this map, but it is hard to play well.
Feels alright with SD now, but this is again a hard map to position on effectively due to your range. TW doesn't really offer enough coverage on the HG side combined with the point. It is fairly easy to support off lanes with extended totem range, but positioning for staff healing is more tricky. Has the same problem as other tubular maps for SD that your teammates easily block your staff heals to other teammates. Unlike in Ice Mines or Brightmarsh, though, verticality makes this map unviable for Totemic Ward.
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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. Does get really annoying though if your enemy can draft snipers without counters.
Ice mines
A tight tunnel run with loads of cover. Basically the same as Frog Isle, but the ice cave section is annoying 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.
Bazaar
New best map for Grohk after the totem area buff. This map is Rei levels of crazy good for Totemic Ward. Due to the huge SD buff in S6, I do still prefer SD in this map.
The point can be awkward for SD. People constantly LoS you if they are not aware of the support, enticing you to chase them out of cover. Play safe and around the point walls. Use HG when the enemy comp and pressure allows for it. With lackluster mobility you are very vulnerable on high ground and due to your range, you are unable to effectively use it yourself for anything but healing. Push in this map is nice tho, granted you succeed in capping first.
Jaguar Falls
2nd best map for Grohk after Bazaar.
Shattered Desert
Moved to favourable from unfavourable maps.
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. Otherwise, this map is more of a favourable game knowledge check.
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Tips & tricksWhen doing damage, start with Shock Pulse. This will give you up to 300 more DPS based on the bounces and can burn people deceivingly fast if they are not paying full attention. If you start with LMB and then Shock Pulse, you give the enemy more time to react to what you are doing and fire back, since Shock Pulse will lock you out of LMB while casting.
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When playing Spirit's Domain, you can rack up your staff bonus damage by healing your teammates. This means that when you swap to an enemy, you will start doing (close to) max damage IMMEDIATELY.
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When playing Spirit's Domain with thunderlord 5, it is higher HPS to reload ammo than regenerate it. Although higher AVG HPs, you will wait longer to be able to heal so don't reload if someone is about to die. See the healing items section for when to buy Deft Hands.
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When escaping, use a totem before Ghost Walking for increased movement speed and healing. The totem cast can be almost fully animation cancelled so the only slowing factor is how fast you can press the buttons in sequence + server response.
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Never put down totems in the open unless you have to. Instead place them behind cover or to the side of where the action is. This will not only make it harder for your enemies to kill the totem, but they will also have to choose between damaging your team or your totem. They can't do both at the same time even with most AoE.
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Grohk's totems heal vertically. Through floors and ceilings as well as walls. Use this to your advantage especially with Totemic Ward.
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When placing down totems, you have to consider the movement of battle. A lot of times you need to place totems where the battle is headed, instead of where it is to avoid wasting totems. This is especially important when you are supporting flankers and dives, as you need to be able to predict to some degree where they are gonna go and place your totems there beforehand. It takes a lot of game knowledge but really separates a good Grohk from a bad one.
A general rule of thumb for totem placement is to place totems as far up as you can considering the direction the battlefield is heading to. Use cover and verticality to hide your totems whenever possible.
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Shock Pulse locks you out of casting abilities so make it a conscious decision when you use it. The amount of times I've died due to Shock Pulse locking me out of a totem or Ghost Walk is embarrassing.
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Use Shock Pulse on deployables whenever you can. It will guarantee an easy hit to start bounces! This includes VII bombs but not BK ones! Deployable walls do not bounce! On shield targets, aim the Shock Pulse to something behind the shield so it doesn't block bouncing.
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Use up as many totem charges as you can before ulting for max ZOOM ZOOM and healing. Your totems will recharge while you are ulting.
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Your ultimate is very strong at retaking point and gives your team huge momentum for pushing in general. Be careful not to make yourself an easy target while flying as the ult heal will not keep you alive through caut late game. You are not a soaring eagle, but a squiggling squid.
Skins:Grohk does actually have a p2w skin for healing, Neon Demon. Using it will make your totems' radius indicator much easier to see. You need to use the body of the skin, weapon you can choose as you like but I use Brimstone Brand since the red laser makes it pop really well on the screen.
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. Moji kind of has the same potential, but the champion is just way worse than Talus and will have a lot more difficulty dealing with your team. Vora has all sorts of things you hate but isn't all that great in the meta right now. You can also use Ghost Walk to drop the DoTs she stacks on you.
Damages:Generally speaking backline damage dealers are what you want to be facing. Saati depends a lot on the player and their playstyle, but she still doesn't have burst. Just make extra sure to keep at a distance from her.
Blasters can be more difficult to face based on the map and how good you are at totem placement. I rarely give the type of damage much consideration, though.
Tanks:With Spirit's Domain, you generally want something that doesn’t block your point tank staff healing with big shields and in general 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. With Totemic Ward big shields don't bother you as much, but you can still get dived.
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. That way she can't cripple you without walking into you through your team.
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.
Damages:Heavy point control blasters kill your team and your totems at the same time! Avoid these matchups unless you have drafted counters for them, the map isn't good for AoE dmg or if you are really good at totem placement.
Willo is especially annoying, but isn't as much of a threat to you as your team, since people just love hanging out in deadzone. Always run SD into Willo so you have heals even if she deadzones your totems. Willo is really map dependant and has many counters, which you will need to utilise unless you like stress and pulling your hair out.
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 her. She is just mega annoying like Willo and requires you to constantly move around.
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. Zhin is also very sticky and has enough survivability to dive you through your team if you are not careful. 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.
Damages: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.
Grohk has a lot of good cards and there are a lot of viable combinations depending on your situation. Instead of taking my builds at face value, you might have to experiment a little bit for what works for you. I will categorize cards for what I consider to be good, bad and filler, so you can get some direction and context for building your loadout. I will give out what I use in the actual build sections after.
Keywords that increase healing also increase the healing you get from cards and talents!
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Cards for healing:Good cards:-Outreach
-Spirit's Grace, can be replaced in very low elo cos people don't know how to utilise it. Otherwise, you are throwing if you're not using it.
-Gale, Use this to max out your healing output. It's the card with the highest impact on your effective HPS.
-Thunderlord, beneficial for all healing loadouts for different reasons.
-Shamanic Might, bulk up boi.
Bad cards:-Haunting, too little effect unless run at 5 points, which you shouldn't.
-Astral Traveller, requires too many points to be noticeable, especially when running SG. I generally prefer Phantom.
-Totemic Rescue, too long CD and requires too many points to really be worth it.
-Electrostatic, the value of this card is diminished a lot by the .5s delay before ammo regen starts.
-Lightning Rod, isn't really worth it unless you are going Maelstrom.
-The obvious dmg cards for obvious reasons.
Filler cards:-Shamanic Might
-Astral Traveller, good filler with SD as you will not be running high SG. Exchangeable with Phantom.
-Phantom, I like this card, since you always get the full heal amount. I run it a lot as a 1 or 2 pointer.
-Totemic Rescue, maybe as a substitute for Shamanic Might if used as a filler, but I still feel the CD is too high.
-Thunderlord, great one pointer for low elo or beginner Grohk's that might need Gale more and/or can't play aggressively.
-Crackle, 1 lvl equals one extra heal tick.
-Monolith Totem, I don't use this personally, but if you are not good at totem placement yet, I could see some utility in it. Don't be tricked into thinking this card is a counter to Bulldozer. It is not.
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Cards for damage:Good cards:-Spirit's Grace, utility is just too good to skip.
-Lightning Rod, great for sustain
-Arc Lightning, absolutely essential
-Shamanic Might
-Conduit, if you feel like SG is not enough ZOOM ZOOM.
Bad cards:-Haunting, too little effect per point.
-Astral Traveller, requires too many points to be noticeable, especially when running SG or Conduit. Use as a filler instead.
-Totemic Rescue, too long CD and requires too many points to really be worth it.
-Electrostatic, the value of this card is diminished a lot by the .5s delay before ammo regen starts. Use Thunderstruck filler instead.
Filler cards:-Thunderlord, you don't need to run this high due to Thunderstruck.
-Thunderstruck, a must have filler at 1 or 2 points.
-Shamanic Might
-Phantom, I like this card, since you always get the full heal amount. I run it a lot as a 1 pointer.
-Astral Traveller, nice filler card if you prefer it over Phantom.
-Conduit, still nice even as a 1 or 2 pointer if you wish for that little boost in movement speed.
I got 3 variations for my loadouts, but I mainly use options 1 and 2. The third one I run if the enemy comp has heavy dive. You generally shouldn't draft Grohk into such comp but in case you find yourself against one anyway, you can use that loadout.
Was running gale 5 for a while due to some influences from my totem spam TW loadout. I had a feeling that I could run high gale instead of SG due to smaller totem radius giving SG less value, but now that I played a bit with SG 5 again I had an immediate change of heart. SG is just too good. Edited loadouts to match.

Spirit's Grace
Healing Totem
Allies inside your Healing Totem gain 30% increased Movement Speed for 1s.
Level 5

Thunderlord
Weapon
Increase your maximum Ammo by 40%.
Level 4

Lightning Rod
Shock Pulse
Heal for 90 for each enemy hit with Shock Pulse.
Level 3

Electrostatic
Weapon
Increase your Ammo regeneration speed by 24%.
Level 2

Outreach
Healing Totem
Increase the deploy range of Healing Totem by 15%.
Level 1

Spirit's Domain
Weapon
Hitting allies with your Lightning Staff Heals them for 800 per second and your maximum Ammo capacity is increased by 15%. Curative (+20% Healing)
Level 1
Didn't realize before, for whatever reason, that the keyword heal buff also applies to Lightning Rod. This low key makes Shock Pulse quite a good sustain ability.

Spirit's Grace
Healing Totem
Allies inside your Healing Totem gain 30% increased Movement Speed for 1s.
Level 5

Thunderlord
Weapon
Increase your maximum Ammo by 50%.
Level 5

Gale
Ghost Walk
Decrease the Cooldown of Healing Totem by 1.2s after activating Ghost Walk.
Level 2

Outreach
Healing Totem
Increase the deploy range of Healing Totem by 30%.
Level 2

Phantom
Ghost Walk
Heal for 100 over the duration of Ghost Walk.
Level 1

Spirit's Domain
Weapon
Hitting allies with your Lightning Staff Heals them for 800 per second and your maximum Ammo capacity is increased by 15%. Curative (+20% Healing)
Level 1

Spirit's Grace
Healing Totem
Allies inside your Healing Totem gain 30% increased Movement Speed for 1s.
Level 5

Thunderlord
Weapon
Increase your maximum Ammo by 40%.
Level 4

Shamanic Might
Armor
Increase your maximum Health by 150.
Level 3

Gale
Ghost Walk
Decrease the Cooldown of Healing Totem by 1.2s after activating Ghost Walk.
Level 2

Outreach
Healing Totem
Increase the deploy range of Healing Totem by 15%.
Level 1

Spirit's Domain
Weapon
Hitting allies with your Lightning Staff Heals them for 800 per second and your maximum Ammo capacity is increased by 15%. Curative (+20% Healing)
Level 1

Spirit's Grace
Healing Totem
Allies inside your Healing Totem gain 30% increased Movement Speed for 1s.
Level 5

Thunderlord
Weapon
Increase your maximum Ammo by 50%.
Level 5

Gale
Ghost Walk
Decrease the Cooldown of Healing Totem by 1.7999999999999998s after activating Ghost Walk.
Level 3

Phantom
Ghost Walk
Heal for 100 over the duration of Ghost Walk.
Level 1

Outreach
Healing Totem
Increase the deploy range of Healing Totem by 15%.
Level 1

Spirit's Domain
Weapon
Hitting allies with your Lightning Staff Heals them for 800 per second and your maximum Ammo capacity is increased by 15%. Curative (+20% Healing)
Level 1
There are a plenty of variations you could do with TW. My playstyle generally is more healing than damage focused, which you can see in how much I use Gale instead of Hp and TL at 4-5.

Spirit's Grace
Healing Totem
Allies inside your Healing Totem gain 30% increased Movement Speed for 1s.
Level 5

Shamanic Might
Armor
Increase your maximum Health by 150.
Level 3

Astral Traveler
Ghost Walk
Increase your Movement Speed while using Ghost Walk by 30%.
Level 3

Thunderlord
Weapon
Increase your maximum Ammo by 20%.
Level 2

Outreach
Healing Totem
Increase the deploy range of Healing Totem by 30%.
Level 2

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
Balanced mix of utility and aggression

Gale
Ghost Walk
Decrease the Cooldown of Healing Totem by 2.4s after activating Ghost Walk.
Level 4

Haunting
Ghost Walk
Reduce the Cooldown of Ghost Walk by 2.4s.
Level 4

Outreach
Healing Totem
Increase the deploy range of Healing Totem by 45%.
Level 3

Spirit's Grace
Healing Totem
Allies inside your Healing Totem gain 18% increased Movement Speed for 1s.
Level 3

Thunderstruck
Shock Pulse
Generate 6% of your Ammo for each unique enemy hit by Shock Pulse.
Level 1

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
I'm coming back to playing TW as my main talent with this loadout but it needs more testing still.

Spirit's Grace
Healing Totem
Allies inside your Healing Totem gain 30% increased Movement Speed for 1s.
Level 5

Gale
Ghost Walk
Decrease the Cooldown of Healing Totem by 2.4s after activating Ghost Walk.
Level 4

Thunderlord
Weapon
Increase your maximum Ammo by 30%.
Level 3

Phantom
Ghost Walk
Heal for 200 over the duration of Ghost Walk.
Level 2

Outreach
Healing Totem
Increase the deploy range of Healing Totem by 15%.
Level 1

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
Ghost Walk
Decrease the Cooldown of Healing Totem by 3s after activating Ghost Walk.
Level 5

Spirit's Grace
Healing Totem
Allies inside your Healing Totem gain 24% increased Movement Speed for 1s.
Level 4

Crackle
Healing Totem
Increase the duration of Healing Totem by 0.8s.
Level 4

Outreach
Healing Totem
Increase the deploy range of Healing Totem by 15%.
Level 1

Thunderlord
Weapon
Increase your maximum Ammo by 10%.
Level 1

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
Switched my main mael loadout to be a selfish one for more carry potential. I'll include the utility one in the list too

Arc Lightning
Shock Pulse
Increase the Chain range of Shock Pulse by 32%.
Level 4

Lightning Rod
Shock Pulse
Heal for 120 for each enemy hit with Shock Pulse.
Level 4

Conduit
Shock Pulse
Increase your Movement Speed by 24% for 3s after hitting an enemy with Shock Pulse.
Level 4

Thunderstruck
Shock Pulse
Generate 12% of your Ammo for each unique enemy hit by Shock Pulse.
Level 2

Astral Traveler
Ghost Walk
Increase your Movement Speed while using Ghost Walk by 10%.
Level 1

Maelstrom
Shock Pulse
Increase the damage of Lightning Staff to 70, your weapon shots reduce the Cooldown of Shock Pulse by 0.5s, and Shock Pulse chains 4 additional times. Surgery (+10% Damage)
Level 1

Spirit's Grace
Healing Totem
Allies inside your Healing Totem gain 24% increased Movement Speed for 1s.
Level 4

Arc Lightning
Shock Pulse
Increase the Chain range of Shock Pulse by 32%.
Level 4

Lightning Rod
Shock Pulse
Heal for 120 for each enemy hit with Shock Pulse.
Level 4

Thunderstruck
Shock Pulse
Generate 12% of your Ammo for each unique enemy hit by Shock Pulse.
Level 2

Astral Traveler
Ghost Walk
Increase your Movement Speed while using Ghost Walk by 10%.
Level 1

Maelstrom
Shock Pulse
Increase the damage of Lightning Staff to 70, your weapon shots reduce the Cooldown of Shock Pulse by 0.5s, and Shock Pulse chains 4 additional times. Surgery (+10% Damage)
Level 1
Team utility focused dmg build
VETERAN NERF: Veteran doesn't feel worth it a lot of the time anymore. Max Morale Boost instead and only buy Veteran if you absolutely have to. It is so expensive for what it does to non tanks.

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

Morale Boost
Armor
Increase your Ultimate charge rate by 10%.
Level 1

Resilience
Armor
Reduce the duration and effectiveness of Crowd Control and Slows by 25%.
Level 1

Illuminate
Armor
Increase the range at which you see nearby stealthed targets by 15 units.
Level 1
Rush Chronos 2. Buy one of the others based on what you need or save for Chronos 3.

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

Morale Boost
Armor
Increase your Ultimate charge rate by 10%.
Level 1

Haven
Armor
Reduce the Damage you take from Direct and Area of Effect attacks by 6%.
Level 1

Veteran
Armor
Increase your base maximum Health by 5.5%.
Level 1

Resilience
Armor
Reduce the duration and effectiveness of Crowd Control and Slows by 25%.
Level 1

Illuminate
Armor
Increase the range at which you see nearby stealthed targets by 15 units.
Level 1
Max Chronos unless you absolutely need something else first. After that it depends:
-For offense, buy Morale Boost.
-For defense, Haven. Get Resilience if you are CCd a lot. Note that this is different from just the enemy having CC. If you are not getting CCd, don't buy Resilience. Illuminate for stealthers obviously.
Max whatever you have bought in the order that makes sense to you in the context of the game. Remember to not buy defensive items unless you actually need them.

Deft Hands
Weapon
Increase your Reload Speed by 20%.
Level 1
When playing Spirit's Domain, Deft Hands becomes an interesting pick around mid game. It offers you much faster reload compared to regening ammo, granted you are playing with Thunderlord 5. Deft Hands enables you to more efficiently switch between damage and healing cos you don't have worry about running dry. This allows you to pressure the enemy team more.
If you still have room in your build late game, buy Deft Hands. It is remarkable value late game with the amount of ammo you have with SD + TL 5, since Grohk's ammo recharge rate is constant instead of percentage based. Great pick instead of Veteran, if you don't need the defense or are struggling to have enough ammo for healing.
EDIT: I literally run Deft Hands now almost every game. I build it after chronos and parallel with morale boost unless I need resi.
You can sometimes pick Deft Hands instead of Morale Boost as Morale Boost looses value with Spirit's Domain compared to other talents. You just simply aren't doing enough damage a lot of the time to get a lot of ult charge so going Deft Hands might be better than maybe having 1,5 ults per round.

Resilience
Armor
Reduce the duration and effectiveness of Crowd Control and Slows by 25%.
Level 1

Illuminate
Armor
Increase the range at which you see nearby stealthed targets by 15 units.
Level 1

Master Riding
Armor
Increase your Mount Speed by 15%.
Level 1

Wrecker
Weapon
Your weapon attacks deal 30% increased Damage to Shields.
Level 1

Nimble
Armor
Gain 7% Movement Speed.
Level 1

Kill to Heal
Armor
Getting a kill or elimination heals you for 200 Health, unaffected by Anti-Healing.
Level 1
You can buy master riding in long maps, if 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. I rarely buy nimble anymore since I run SG in every loadout. It's still a nice and viable card if you like it and helps you in open maps. KTH can be nice if you don't want to use totems for sustain, but I don't really like cards that snowball. I'd rather have cards that help me before I get an elim. KTH also won't fully rid you of needing to plop down totems for yourself.

Life Rip
Weapon
Your weapon shots gain +10% Lifesteal.
Level 1

Rejuvenate
Armor
Receive 10% more Healing from other players.
Level 1

Bulldozer
Weapon
Your weapon shots deal 25% increased damage to Deployables, Pets, and Illusions.
Level 1
Just no. Maybe kill to heal if you can't figure out ANYTHING ELSE.
Start with Chronos or Morale Boost. I’ve been leaning more and more into Chronos as the 1st/2nd item instead of Morale Boost for the ridiculous Shock Pulse spam it provides. I often get Chronos 2 before I buy anything else. You should stay away defensive items unless you actually need them.

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

Morale Boost
Armor
Increase your Ultimate charge rate by 10%.
Level 1

Master Riding
Armor
Increase your Mount Speed by 15%.
Level 1

Nimble
Armor
Gain 7% Movement Speed.
Level 1

Resilience
Armor
Reduce the duration and effectiveness of Crowd Control and Slows by 25%.
Level 1

Haven
Armor
Reduce the Damage you take from Direct and Area of Effect attacks by 6%.
Level 1

Illuminate
Armor
Increase the range at which you see nearby stealthed targets by 15 units.
Level 1

Wrecker
Weapon
Your weapon attacks deal 30% increased Damage to Shields.
Level 1

Bulldozer
Weapon
Your weapon shots deal 25% increased damage to Deployables, Pets, and Illusions.
Level 1

Veteran
Armor
Increase your base maximum Health by 5.5%.
Level 1

Kill to Heal
Armor
Getting a kill or elimination heals you for 200 Health, unaffected by Anti-Healing.
Level 1
Same reasonings as for the support section, although now KTH is a viable option due to Shock Pulse assists. Wrecker is great now if the enemy has big shields or the map doesn't allow you to circumvent them.

Life Rip
Weapon
Your weapon shots gain +10% Lifesteal.
Level 1

Deft Hands
Weapon
Increase your Reload Speed by 20%.
Level 1

Rejuvenate
Armor
Receive 10% more Healing from other players.
Level 1
No.