Deep Roots
Crippling Throw chains to nearby enemies up to 2 times, causing a Healing aura to manifest around the nearby enemies and the original one, Healing nearby allies for 50 every 0.5s. Remedy (+5% Damage and +10% Healing Done)
Crippling Throw
Chop Down
Reduce the Cooldown of Crippling Throw by 0.6-3s.
Crippling Throw
4
Fatalis
Hitting an enemy with Crippling Throw reduces the Cooldown of Blossom by 0.6-3s.
Crippling Throw
4
Rebound
Increase your Healing received by 5-25% while at or below 50% Health.
Armor
4
Adrenaline
Reduce your active Cooldowns by 10-50% after getting an Elimination.
Armor
2
Verdant Expanse
Increase the radius of Blossom by 4-20%.
Blossom
1
Guide
Easy 200k healing + support with 2 tanks
+20% healing when under 50% works for your passive and blossom + if you have another healer wich is fine with 1st talent too.
Crippling Throw every 4s can shut down many flanks that can go back to you but you'll still have vine (vine tech) to go across the map.
You can go full CD réduction and lower both Chop Down and Fatalis or be even tanker with more health (+veteran) even if DR is far superior.
Finding a balance between the +20% healing card AND 18/24% DR for 4s can make you unstoppable wich, even if you don't have first talent, result in a lot of healing. Pop a blossom at 49% life and it's 720 instead of 600, 150 heal passive becomes 27 per tick and it can surprise ennemies.
Because you just. Don't. Die.
(Change the 20% if you dont like it for a more potentiel 24% DR, it works fine too)
*experimental but i have really good results in diamond*
Back