4 years ago
1
Patch 3.3

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Free Agent - NA

I felt like tierlist had best format for this. A guide or a build doesn't do what I want.

ss

Grohk Grohk
Mal'Damba Mal'Damba
Skye Skye
Io Io

The characters & their ability that I am considering:
Grohk's totem. Mal'Damba's gourd. Skye's smokebomb with talent. Io's Luna with talent.

s+

Healing, and duration
Grohk: 300 or 390 healing per second for 6/6.2/6.4/6.6/6.8/7 seconds. (totems can be stacked for more healing)
Mal'Damba: 325 or 650 healing per second for 4.8 seconds. (Gourd also does 225 or 0 dps to enemies standing in it's effect)
Skye: 150/212.5/275/337.5/400/462.5 healing per second for 5 second. (the heal persists a bit after leaving smoke)
Io: 200 healing per second for potentially infinite duration (Luna also does something like 190 to 200 dps to individual enemies within 90 unit range that are within line of sight)

s

Deploy range and AOE heal radius
Grohk: 100/115/130/145/160/175 unit deploy range with 30 unit healing radius
Mal'Damba: 150/180/200/235/273?/315???? toss range on flat land with a 25 unit healing radius
Skye: 130 throw range on flat land with a 25 unit healing radius
Io: 50/60/70/80/90/100 summon range with a 30 unit healing radius

Note: Mal'Damba and skye toss/throw range was determined through shooting range. I stood at 250 units at the shooting range, and tossed it towards 0 and measured how far it went many times & I went with my best throws. I jumped on my throws to see if it would help and it did help a little. High ground increases range of the throws. For damba having +40% and +50% projectile speed the shooting range was not good enough of an environment. I could've gone elsewhere, but it's not so important to me bc I don't use nor do I recommend using the loadout card, so after I saw that it went further than 250, I just estimated the numbers with math.

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VERTICAL aoe heal? (I didn't know how to measure this precisely)
Grohk: yes. probably 30 unit radius with a combination of a cylinder and a sphere. anywhere maybe like 20 units above/below the totem is good, but once you're at a more extreme vertical distance, you need to be closer to the center of the totem.
Mal'Damba: yes but not much. normal jump height seems to be vertical range (If you do a jump aiming at wall, you exit gourd heal). You can imagine it as if the gourd create a wide cylinder of aoe of healing. Objects within the cylinder has gourd juice on top of them, but the healing exists in midair as well & gourd on top of object is purely visual. not all gourd juice is the same. For example, you can put gourd on the ground, and it shows that there is gourd juice on top of a nearby box. if you do a normal jump from the ground, the gourd still heals you. If you do a normal jump from the box, you exit the healing from the gourd and no longer receive heals.
Skye: Yes. seems to be spherical shape w/ 25 radius.
Io: yes. seems to be spherical shape w/ 30 radius.

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Uptime:
Grohk: 1250/1400/1550/1700/1850/2000 healthpoints, 10 sec cooldown (7 w/ chronos 3), potential 3 cooldown reduction every 15 secs (10.5 w/ chronos 3). 6-7 second duration. no items no cards it's 60% uptime. With items and cards, it's potentially 150% uptime. Keep in mind though that the totem is destroyable. Healing from multiple totems does stack.
Mal'Damba: 10/9.5/9/8.5/8/7.5 sec cooldown (7 to 5.25 sec cd with chronos 3), potentially 10%/20%/30%/40%/50% cooldown reduction for every elimination, 4.8 sec duration. No items no cards, 48% uptime. Max chronos, max cdr, no elims it's around 91.4% uptime. Healing from multiple damba gourds does stack (it used to not stack. It stacks now though!)
Skye: 12/11.4/10.8/10.2/9.6/9 second cooldown (8.4 to 6.3 with chronos 3), potentially 1.5/3/4.5/6/7.5 cooldown reduction every 8/7.2/6.4/5.6/4.8/4 seconds (5.6 to 2.8 seconds with chronos 3). no items no cards, 50% uptime. potentially 188% uptime. healing from smoke bombs DOES NOT stack.
Io: 3000/3250/3500/3750/4000/4250 hp, 18/16.8/15.6/14.4/13.2/12 sec cooldown (12.6 to 8.4 sec cd w/ chronos 3) to create a new luna after old one died. infinite duration until death. 100% uptime until death. idk if luna healing stacks. I don't know of any exploit to get multiple lunas out onto the field. healing from Luna should not be possible to stack.

a

Potential bonus buffs to allies standing in the aoe heal:

Grohk: 8%/16%/24%/32%/40% movspeed that persists for 1 second after exiting totem
Mal'Damba: 6%/12%/18%/24%/30% lifesteal (currently not working. 0% lifesteal)
Skye: 8%/16%/24%/32%/40% movespeed that persists for 2 seconds after exiting smoke. 4/8/12/16/20 ammo refill.
Io: none available.

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extra info:
Grohk: Deploying a 4th totem destorys your first totem. Grohk can only have 3 totems out at once. Grohk totems do not bodyblock enemies. Grohk totems cannot be healed. Grohk totems don't heal themselves. Totems can tank/shield for people. Totem speed boost stacks.
Mal'Damba: Cooldown for Damba gourd begins once it is thrown so you can throw gourd high up into the air if it's not needed yet. Damba gourds bounce off walls and ceilings.
Skye: Cooldown for skye bomb begins once it's been thrown so you can throw it high into the air if it's not needed yet. Smoke bombs activate when they come into contact with walls or ceilings making Skye the easiest one of these four to heal allies above/below & through ceilings/floors.
Io: Luna's lifelink does not heal itself. (the dog won't heal itself), luna can bodyblock enemies, Luna can tank/shield for people, Io cannot fire through Luna but allies can. Luna receives out of combat healing. Putting Luna down during pregame is a bad thing to do.

b

My recommendations for these using these aoe heals:
Grohk: select your talent based on how much damage/healing your team needs. Maelstrom for high damage low heals. I recommend max bounce range, max heal from bounce, and totems to be used mainly for allies. Totemic ward is middle ground. medium damage medium heals. Use 40% movespeed from totems. Spirits domain is low damage high heals. Use 40% movespeed from totems, and buy deft hands. Deft hands requires grohk to expend all of his ammo. It doesn't increase his passive regen, deft hands only decreases his reload time after he has used all his ammo. I often see awful loadouts with like everything dedicated to ammo. deft hands is enough. save your loadout points for better things.
Mal'Damba: I prefer spirit's chosen build that gives 25% movespeed. Gourd dealing damage to enemies gives lots of ult charge, so it sucks to lose the damage on it.
Skye: I like poison bolt cooldown stuff more than smoke bomb cooldown for healing skye. more uptime. better overall. more damage.
Io: don't use life link. Goddess blessing is the only viable talent.

c

ULTIMATE CHARGE?
Grohk totem: yes and totem talent does increase ult charge from totem by 30%
Mal'Damba gourd: yes and gourd talent does increase/decrease ult charge by 100%. +100% from allies, -100% from enemies.
Skye smoke bomb: no
Io's Luna: no-- not from Luna's damage, not from Luna's healing, not even from healing Luna with moonlight.

d

Contact me: theandykat#1188 on discord

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