1 month ago
13
Patch 5.4
Player Avatar

Free Agent - EU

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 just recently decided to start expanding this guide to include more dmg perspective so apologies if that's still a work in progress. I also wanna include tips and tricks for all sorts of things but it remains to be seen how much I can do within this medium.

I will try to keep the builds current to what I'm using and post thoughts why I use stuff that I do.

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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

-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

-Strong early/mid game game

-Synergises well with a lot of dive comps

Weaknesses:

-Mediocre base range

-Lackluster mobility with a high cooldown

-Practically no verticality

-Weak to divers

-Practically no burst, 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 (expanded later)

-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

Totemic Ward

My main talent now after the totem area buff. The single target healing still lacks the potency of SD but it's so much easier to place totems now. The bigger area also leaves more playroom for your team around the totem, which is huge. Easier SG application, more great places for totems and you can heal verticality in almost all of the places that were lost in the totem rework and hitbox registration changes. Not to the same degree but now you have 3 totems instead of 1. I just love it, this talent feels good to use again. Even after the heal nerf it's miles better than SD. You just basically require a 2nd support for most maps.


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Spirit’s Domain

This talent is just bad at the moment. Used to be my main talent before the TW area buff. After the base totem heal nerf, this talent is pretty much unplayable regardless of the buff to 800hps. The total healing is still nerfed and SD still doesn't heal enough to be worth it. You also have less totems with smaller area to utilise what makes Grohk good, Spirits Grace.


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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. I rarely play this talent cos SG is so broken with TW, but it's still viable.

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Maps

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 for some key parts of the map (dockside, hill before base etc.).

Warder’s Gate

DISCAIMER: Haven't played the rework all that much yet so can't say for sure if all of this still applies.

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 encourages spread out gameplay from your team, which can be a pain to heal, especially solo. The map also encourages flanks with a lot of verticality which is also an issue on this map for both 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
Moved to unfavourable from favourable maps.

This map feels alright now with Totemic Ward. The main problem in this map used to be that staff heal range limited your positioning for the point quite drastically. The default totem radius also didn't really heal verticality at all and it was difficult to position totem in cover for the point. Totemic Ward area buff helps this map a bunch, but it's still kind of awkward and requires your team to have brains to play with totem heals. Hard map to play effectively but I've been playing it more and it feels better now. Definitely a no-go for a beginner.

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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 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. You can definitely ask for a Grohk save here.

I don’t like the point for with Spirit’s Domain. 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.

Jaguar Falls

2nd best map for Grohk after Bazaar. Good enough map to ask for a Grohk save.

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 & tricks

When 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 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! 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.

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. 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.

Damage:

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 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.

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, 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. I used to run SD for Willo, but SD is just so rough right now that I just run TW even if I'm solo. She is really map dependant, though 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.

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
Thoughts on loadouts and cards:

General:

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.

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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, I would near max this in low elo or if you are new to Grohk.

-Thunderlord, beneficial for all healing loadouts for different reasons.

-Shamanic Might

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.

-Totemic Rescue, too long CD and requires too many points to really be worth it.

-Electrostatic, the value of this card is diminished too much by the .5s CD before ammo regen starts.

-Lightning Rod, isn't really worth it unless run with Maelstrom.

-The obvious dmg cards for obvious reasons.

Filler cards:

-Shamanic Might

-Phantom, I like this card, since you always get the full heal amount. I run it a lot as a 1 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 point 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 good 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

-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.

-Totemic Rescue, too long CD and requires too many points to really be worth it.

-Electrostatic, the value of this card is diminished too much by the .5s CD before ammo regen starts. Use Thunderstruck filler instead.

Filler cards:

-Thunderstruck you don't need to run this high due to Thunderstruck

-Shamanic Might

-Phantom, I like this card, since you always get the full heal amount. I run it a lot as a 1 pointer.

-Conduit, still nice even as a 1 or 2 pointer if you wish for that little boost in movement speed.

Totemic Ward
Notes
General:

Complete overhaul. I got some influences from Zarini and decided to try going hard for Shamanic Might, which turned out to feel amazing, tho it did require me to rethink how I usually position. Now I barely run any other loadouts anymore. I'll leave the other loadouts up, since they incorporate more beginner friendly aspects and still be useful on certain maps. I modified them a bit to incorporate more Shamanic Might.

Solo support:

NOTE: I still think Gale is a good beginner card, but as you get more comfortable with Grohk, you should phase it out for cards that allow you to be more aggressive.

Main
Spirit's Grace

Spirit's Grace

Healing Totem

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

Level 5

Shamanic Might

Shamanic Might

Armor

Increase your maximum Health by 200.

Level 4

Thunderlord

Thunderlord

Weapon

Increase your maximum Ammo by 40%.

Level 4

Outreach

Outreach

Healing Totem

Increase the deploy range of Healing Totem by 15%.

Level 1

Phantom

Phantom

Ghost Walk

Heal for 100 over the duration of Ghost Walk.

Level 1

Totemic Ward

Totemic Ward

Healing Totem

Gain a third charge of Healing Totem, increase their healing by 15%, and increase their radius of 20%.

Level 1

Notes

The main loadout I run now 99% of the time.

Long range
Spirit's Grace

Spirit's Grace

Healing Totem

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

Level 5

Outreach

Outreach

Healing Totem

Increase the deploy range of Healing Totem by 60%.

Level 4

Gale

Gale

Ghost Walk

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

Level 3

Thunderlord

Thunderlord

Weapon

Increase your maximum Ammo by 20%.

Level 2

Phantom

Phantom

Ghost Walk

Heal for 100 over the duration of Ghost Walk.

Level 1

Totemic Ward

Totemic Ward

Healing Totem

Gain a third charge of Healing Totem, increase their healing by 15%, and increase their radius of 20%.

Level 1

Notes

This build is aimed to be beginner friendly.
More range at the cost of ammo. Maps that I run this loadout on are:

-Frog Isle

-Serpent Beach

-Frozen Guard

-Ice Mines

-Fish Market

-Timber Mill

-Stone Keep

-Splitstone Quarry

-Ascension Peak

-Warder's Gate

-Shattered Desert

-Bazaar

Short 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

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

Phantom

Phantom

Ghost Walk

Heal for 100 over the duration of Ghost Walk.

Level 1

Totemic Ward

Totemic Ward

Healing Totem

Gain a third charge of Healing Totem, increase their healing by 15%, and increase their radius of 20%.

Level 1

Notes

This build is aimed to be beginner friendly.

More ammo at the cost of range. Maps that I run this loadout on (with a few caveats) are:

-Frozen Guard

-Ice Mines

-Splitstone Quarry

-Ascension Peak

-Shattered Desert

-Bazaar

-Brightmarsh

Caveats:

With maps that overlap with the longer range loadout you need to consider these things:

-Do you have champions that push, dive or flank? Can you reach to support them without additional range?

-Does the enemy have champions that will force you to play really far back or overly safe?

-Considering the points above will you have enough room to move around to utilise the extra ammo for shooting enemies?

Spirit's Domain
Thunderlord

Thunderlord

Weapon

Increase your maximum Ammo by 50%.

Level 5

Spirit's Grace

Spirit's Grace

Healing Totem

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

Level 5

Shamanic Might

Shamanic Might

Armor

Increase your maximum Health by 150.

Level 3

Phantom

Phantom

Ghost Walk

Heal for 100 over the duration of Ghost Walk.

Level 1

Outreach

Outreach

Healing Totem

Increase the deploy range of Healing Totem by 15%.

Level 1

Spirit's Domain

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%.

Level 1

Notes

Meta is still favouring supports with dmg. I'm still playing with Thunderlord 5 since it allows you to not manage ammo so heavily and makes it easier to transition between dmg and healing late game when caut kicks in hard. I did transfer back to SG 5 now that im back to dia and people actually know how to use SG. I also kicked out Thunderstruck for Shamanic Might, since Deft Hands is all I could ever want for reloading late game. Deft hands feels really good with TL 5 + SD since reloading without it takes as long as regening ammo.

Maelstrom
Notes

I switched to just using one build for mael for now. I feel like it covers everything I need for how I play.

Open map
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

Arc Lightning

Arc Lightning

Shock Pulse

Increase the Chain range of Shock Pulse by 24%.

Level 3

Thunderstruck

Thunderstruck

Shock Pulse

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

Level 2

Phantom

Phantom

Ghost Walk

Heal for 100 over the duration of Ghost Walk.

Level 1

Maelstrom

Maelstrom

Shock Pulse

Increase the damage of Lightning Staff to 75, your weapon shots reduce the Cooldown of Shock Pulse by 0.5s, and Shock Pulse chains 4 additional times.

Level 1

Items
Build Section
Notes

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.

Items for Healing
Early game
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

Haven

Haven

Armor

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

Level 1

Veteran

Veteran

Armor

Increase your base maximum Health by 5.5%.

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

Notes

Rush Chronos 2. Buy one of the others based on what you need or save for Chronos 3.

Mid game
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

Haven

Haven

Armor

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

Level 1

Veteran

Veteran

Armor

Increase your base maximum Health by 5.5%.

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

Notes

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.

Late game
Notes

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
Deft Hands

Deft Hands

Weapon

Increase your Reload Speed by 20%.

Level 1

Notes

Deft Hands is a viable pick after maxing Chronos when you are playing Spirit's Domain. 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 ammo recharge rate is constant instead of percentage based. Great pick instead of Veteran, if you don't need the defence or are struggling to have enough ammo for healing.

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.

Situational
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

Bulldozer

Bulldozer

Weapon

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

Level 1

Nimble

Nimble

Armor

Gain 7% Movement Speed.

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. Provisions is an alright item too, but I don't really like items that snowball. I think it's much more useful to buy stuff that help you get that first kill. I rarely buy nimble anymore since I run SG 5 in every loadout.

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

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

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 defer from defensive items unless you actually need them.

Must haves
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 6%.

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 5.5%.

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. Wrecker is great now if the enemy has big shields or the map doesn't allow you to circumvent them. Again, provisions is alright, but I feel Chronos and Wrecker are just better. I would rather just get Haven + Veteran for better dueling.

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.