Spirit's Chosen Loadout

by Anonymous
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Spirit's Chosen
Mending Spirits heals for an additional 300 Health upfront.
Mending Spirits
Eerie Presence
Reduce the Cooldown on Mending Spirits by 0.5-2.5s when you miss.
Mending Spirits
4
Many Gourds
Reduce the cooldown on Gourd by 0.5-2.5s.
Gourd
4
Possession
Gain 4-20% damage reduction while healing an ally with Mending Spirits.
Mending Spirits
3
Swift Spirits
Mending Spirits grants 7-35% Movement Speed to allies.
Mending Spirits
3
Ritual Magic
Heal for 15-75 health per second while healing an ally with Mending spirits.
Mending Spirits
1

Guide

I've been seeing a lot of weird Mal'Damba loadouts so I decided to post the one that I use most often.

Eerie Presence: this card reduces the cool down of your main heal, Mending Spirits, when you miss. It can mean the difference between your ally living or dying. You can experiment with levels of this card and see what works best for you. If you're a more experienced player and have the ability to connect your heals more often, you can reduce it by 1 point and replace that point into a different card, like Possession or Swift Spirits. But I don't suggest having it any higher than 5 points. It will only encourage you to spam your heal and won't allow you to improve your aim, since you're just spamming and praying you hit someone eventually. Take your time and line up your heal--just don't take too long. If you miss, the card has your back. Just keep trying until you hit it. If your ally dies because of you missed a heal, don't panic. The same goes with missing a heal; don't panic, it'll only make it harder to aim.

Many Gourds: I have this card at a high level because I like having the ability to spread my gourd between myself and my teammates without worrying about missing vital area heals. Ideally, you won't be at death's door often, but it's possible that you'll need to heal yourself with your gourd on occasion. My number one priority on support is keeping myself alive so I can keep my team alive. If you feel you don't want your gourd on a high level, you can replace the points with points in Swift Spirits or maybe even Possession, or another card entirely.

Possession: This card is just utility; it reduces damage taken while you're healing an ally with Mending Spirits, which should be often, if not all the time. I still end up buying Blast/Haven items from the shop in-game but it's a useful card nonetheless.

Swift Spirits: This is another card that is used in most Mal'Damba loadouts. Speed is helpful in this game and being able to apply someone with speed every 3 seconds is helpful. I keep this card lower because I, personally, find it difficult to aim with it at a max level 5 but that's just me. If you want the card at a higher level, feel free to exchange points out of Many Gourds and put them into Swift Spirits.

Ritual Magic: Keep this at a level 1; it's a filler card. While it does provide some healing, it doesn't provide much. It won't be saving you from a flank, but it will let you passively heal while you're healing your allies and not being damaged, albeit slow. You don't need this card any higher because you have your gourd that you can just use on yourself.

Good luck and I hope you enjoy Damba!

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