Mal’Damba is a powerful and versatile healer within the recreation with excessive therapeutic output and respectable injury potential. He’s able to asserting dominance over all inferior organisms int the realm and instructions fixed presence in a match because of his fixed heals and crowd management skills.
Paladins Maldamba Information
In case your match has a very good Damba, you’ll really feel his presence, be it therapeutic the dude you’re trying to 1v1 or instantly beautiful your noob. His distinctive set of skills and excessive skill-ceiling have allowed him to carve out a distinct segment for himself as the most effective healers within the realm.
Fires as a glob of venom each .55s dealing 400 injury to a single goal. Efficient at Quick Vary. Bonus Injury: Reloading throws the cobra dealing 200 injury and beautiful enemies for 1s. The snake has a capability of 10 spits, whereafter it might want to reload (2 secs). There isn’t a injury fall-off however there may be projectile fall-off, rendering the spits ineffective at lengthy ranges. The cobra is thrown when 90% of the reload is full. Nonetheless, targets shocked by Snake Toss can’t be shocked once more by Snake Toss for 3s. Casting a capability, be it your heal, sprint, final, or fundamental assault, whereas reloading, will cancel the reload.
Summon a spirit to enchant an ally therapeutic 280 Well being each second for five seconds, with a cooldown of three seconds. That is Mal’Damba’s major therapeutic capacity and heals for about 70 well being each 0.25 seconds. It’s a hitscan heal with none auto-aim, so that you’ll should goal at your goal earlier than therapeutic, else it’ll simply be wasted.
Toss a gourd stuffed with venom that heals allies for 300 Well being each second and damages enemies for 200 Injury each second, with a cooldown of 10 seconds. The gourd will bounce off of partitions and shatter upon contact with the ground, spilling a liquid in a set radius that can heal allies for 60 well being and injury enemies for 40 well being each 0.2 seconds. Excellent for throwing on the target and giving your workforce’s frontlines a tiny push. When you’re in a state of affairs the place 2 allies require therapeutic, heal one along with your RMB, and throw your gourd on the opposite. Alternatively, in a state of affairs the place you’re pocketing a teammate, focus therapeutic him with Mending Spirits and throw a gourd at your toes, should you’re low.
Rapidly slither ahead, changing into un-targetable for the length. This capacity may be solid each 8 seconds. Slither is a particularly highly effective capacity that means that you can grow to be immune to wreck. Give it some thought. immune. You possibly can evade whole enemy ultimates with this factor, for example, Skye’s and Bomb King’s. You simply must time it proper, else you’ll come out of slither early and finally die. It may also be utilized in close-quarters fight to evade enemy pictures in addition to throw off their goal by slithering by means of them, after which you’ll be able to stun them. Additionally, you’ll nonetheless be affected by gravity throughout slither, so should you slither from a vantage level, you’ll slither down.
Hearth a darkish vessel that explodes when it lands, fearing all enemy Champions for 2s. That is Mal’Damba’s final, an important capacity that may be a game-changer if executed accurately. Enemies which might be ‘feared’ will be unable to solid any capacity in any way in the course of the final’s length and may solely slowly run away from the epicentre of the final word, the purpose the place the vessel exploded, nonetheless, like stuns and knockbacks, fearing is a type of crowd management and shall be affected by ‘Resilience.’ It’ll explode when it hits a floor, or may even be activated mid-air by urgent the Final button once more. It must also be famous that it can’t goal opponents which might be behind partitions, and so on. As soon as an enemy has been feared, they can’t be feared once more. If an enemy was not caught within the preliminary final however walks in to it later, they will even be feared. There are various makes use of for this final. It can save you a sure teammate by fearing their enemy, save your self by ulting a flanker. Throw it on level to change the purpose struggle in your favour.
Maldamba Legendary Playing cards/Skills
Mending Spirits heals for an extra 300 Well being upfront. That is what you’ll be utilizing more often than not. Vastly will increase burst potential and permits for these crisp well timed heals to any teammate dropping a 1v1, or is in a decent spot with no manner out.
Mending Spirits might now be solid on enemies to deal 560 injury over 2s. I wouldn’t suggest this for ranked however that is my private favorite damage-damba model for casuals. This may be paired up with deft fingers to make sure that any flanker who dares to spray over your lifeless physique shall be shocked then cursed.
Snake Toss offers an extra 500 injury and will increase Snake Toss Projectile Pace. A viable expertise for each ranked and informal video games. For ranked I’d recommend going with this when there are two or extra flanks on the enemy workforce, so you’ll be able to a minimum of maintain your individual in opposition to them. For informal, you’ll be able to simply run this expertise on a damage-damba deck. Nonetheless, it additionally makes it in order that should you stun an enemy, you’ll be able to’t stun them once more inside 4 seconds.
Chronos: Chronos I is a large assist when run along with ‘Eerie Presence 5.’ Working collectively, the 2 of them make it so that you just solely want to attend for 0.2 seconds earlier than with the ability to solid your Mending Spirits, if not for Chronos, you’d have to attend for the total 0.5 seconds (it’s because Chronos I’ll scale back the cooldown of Mending Spirits from 3 seconds to 2.7 seconds), which could not appear to be rather a lot, however can resolve whether or not your teammate lives or dies.
Deft Palms: It is best to get this after you’ve bought Chronos, with a extra damage-focused deck, solely get it with a therapeutic loadout in case you have issues coping with the enemy flank.
Nimble: Good merchandise for all conditions. Extra mobility is at all times welcome, you’ll be able to dodge higher, get to teammates faster, run away faster, get to the target, and so on. Upfront, it could not appear to be rather a lot, however that little further motion velocity shall be a large assist.
Kill to Heal: The enjoyable factor with healers is that if an enemy is killed by an ally who’s being healed by you, it should depend as your assisst. Which means you actually must heal your teammates whereas they’re killing somebody and also you get healed for a free 300/600/900. For Mal’Damba, Kill to Heal is definitely extra beneficial than Life Rip, ’trigger Life Rip simply received’t heal you for sufficient; 20/40/60 per Spitting Cobra for each stage of Life Rip.
Haven/Blast Shields: You wanna go together with these relying on the state of affairs, generally they’re actually not required, others, you is likely to be harassed by that one specific stage 90 Androxus one-trick over and over, or there would possibly simply be much less cowl within the map, otherwise you’re taking part in in opposition to a sniper. In these instances, you’ll want these.
Illuminate: You’ll virtually want this while you’re taking part in in opposition to a skye
Resilience: As a damba, you actually shouldn’t require this 90% of the occasions, nonetheless, for the ten% of occasions you do, it’s a worthwhile funding. It is best to usually simply use your slither to evade crowd management skills.
As for the opposite Injury objects, Cauterize and Wrecker, you actually shouldn’t trouble getting them with Mal’Damba except your workforce completely wants them. They received’t be price it because of Mal’damba’s low injury.
Card + Merchandise Combos
Chronos I + Eerie Presence 5 – Lets you attain shorter cooldown upon lacking your Mending Spirits on the lowest quantity of credit attainable, permitting you to get extra objects early-game. When you had been to have Eerie Presence at 4, you’d want Chronos III to make it as equally efficient.
Deft Palms II + Snake Pit 4 – Lets you attain most attainable cooldown discount, which is 60 whereas preserving about 750 credit so that you can use. The maths seems one thing like this;
20%(Snake pit IV) + 40%(Deft Palms II) = 60% Reload velocity]
1. Spirit’s Chosen (Heals)
This can be a good normal therapeutic loadout for damba for each informal and ranked video games. When you can goal your heals higher, I’d recommend downgrading ‘Eerie Presence’ to stage 4 and upgrading ‘Swift Spirits’ to stage 5 to assist out your workforce a bit extra. ‘Ritual Magic’ and ‘Possession’ are simply filler playing cards that may’t actually do a lot in stage 1. Many Gourds will simply enable you to to pump out extra heals on your workforce quicker.
2. Wekono’s Wrath (Heals + Injury)
Wekono’s Wrath loadout for ranked video games, it has the important heal and injury playing cards required for operating this legendary. It is best to solely go together with this while you’re up in opposition to 2 flanks, as in a ranked recreation, your principal precedence needs to be to heal your workforce. ‘Snake Pit’ ought to solely be saved at stage 4, as there’s no level in getting it to stage 5 and purchase Deft Palms 2 afterward. [It’s because the utmost reload discount within the recreation is 60%.
3. Wekono’s Wrath (Injury)
Wrath loadout for informal horseplay, instantly attuned for injury. It focuses on slither and motion velocity. ‘Otherwordly’ helps out with dodging enemy pictures after you slither when 1v1ing a flanker. ‘Snake Pit’ for quicker stuns and ‘Fleeting’ for extra slithers. I often wouldn’t go for this as my most popular manner of injury damba lies with most cancers damba, however some folks like this model of damba over cancer-damba. All of it comes all the way down to you actually.
4. Wekono’s Curse (Injury)
The apex damba construct. ‘Eerie Presence’ ensures you’ll handle to curse your goal even should you miss the primary shot. ‘Sustenance’ means that you can heal your self along with your gourd while you’re low on HP. ‘Incorporeal’ and ‘Feed the Spirits’ are simply filler playing cards. ‘Snake Pit’ is an important element because it means that you can grow to be the bane of all flankers. Stun them, then curse them, all of the whereas spitting on them to totally assert dominance over inferior gamers
This part will focus on all of the completely different spots and areas on a map that may be exploited to achieve most effectivity as a Mal’Damba.
Choke factors and aims are the most effective locations to throw your gourd, as they’re extremely contested and often areas of battle. It’s also possible to put together a stun behind one if you realize an enemy goes to hurry by means of.
Tight hallways and corridors will improve your probabilities to hit targets with Spitting Cobra, stuns, and even heals, it should even be more durable for enemies to keep away from you. It’s also possible to Slither by means of enemies inside these corridors to befuddle your opponents and get a free shot or two on them
You must also needless to say Mal’Damba’s guard can bounce off of partitions, use this truth to your benefit, should you’re low on well being and may’t expose your self, lest you be shot, however must heal your tanks, then toss your gourd at a wall on the other facet of the target. When you bought the angle proper, it ought to bounce off and land on the purpose.
Maldamba Suggestions and Tips
Get the excessive floor
This ensures that you just not solely have a supply of canopy from enemies but in addition delays the time that flanks will take to get to your place, excluding these with vertical mobility in fact, however hey it’s higher than nothing.
Use your gourd for therapeutic your self
It’s not at all times a should to make use of your gourd on allies, it may also be thrown at your toes to extend your survivability. It’s vital to maintain your self alive as, with out the healer, the workforce will discover it, in 90% of instances, unattainable to contest for the purpose.
I’m not saying it is best to by no means use your gourd in your allies, but it surely’s actually solely helpful for them in some extent struggle or after they’re hiding behind cowl, ready to heal up; after they’re shifting round, zoning, flanking, and so on, it’s simply higher to solid a heal on them as a substitute.
Use Slither rigorously
Slither is a superb capacity for evasion however has fairly a prolonged cooldown, not having it an intense struggle might very properly result in your demise. Use it properly for evasion and dodging, reasonably than motion. If you need extra motion, go for Nimble.
You possibly can cancel sure skills with a stun.
Use this to assist a teammate in a tricky spot, for example, a Sha Lin in Planted, or an Androxus together with his reversal up. It’s also possible to use it to assist get rid of the competitors for the target, you might get behind and kill a Fernando, Terminus, Khan or Makoa cowering behind their shields. The truth is, you don’t even must get behind the previous three. So long as you’re shut sufficient, and may attain their our bodies by means of their shields, you’ll be able to stun them.
You possibly can extremely improve your momentum with Slither
This solely works should you’re on excessive floor and slither off of it. Your velocity, even after slither ends, shall be vastly elevated to regular, it could be useful as a last-ditch effort to contest the target (e.g slithering off from the roofs on Timber Mill to hurry some extent.)
Discover cowl and peek
As Mal’Damba, you might be fairly squishy and have low mobility, and may be killed fairly simply. When you’re low it is best to attempt to use your tanks (most of them have large hitboxes and can cowl you properly.) as meatshields to dam oncoming pictures. It’s also possible to attempt to conceal behind large pleasant shields, equivalent to these belonging to Fernando, Ash, Makoa, and so forth.
If hiding behind shields just isn’t an possibility, and there’s no excessive floor obtainable, then conceal behind some cowl, ideally at waist top, the place you’ll be able to conceal and always heal your workforce. Some cowl will even make it more durable on your enemies to achieve you. From behind it, you’ll be able to always peak and heal/stun/throw your gourd/shoot your cobra, to maximise your therapeutic & injury output whereas additionally avoiding pictures.
Keep near an escape route
Ideally ought to have a wall close by behind which you’ll be able to slither. That manner, should you get flanked, you’ll be able to shoot them twice, slither to behind the wall, and put together your reload whereas ready for the flanker to return by means of the wall, as quickly as they stroll out, they get shocked. You’ll must apply the timing proper by listening to the enemy footsteps, you don’t need your stun to go off too early earlier than they even stroll out.