This build focuses on making your 4th ability more effecient and effective. While not as active and tempo driven as is save support build, the potential impact of a well played gooball is hard to down play.
Remember to activate infuser and return fire before ball.
Your melee attacks heal you for 20% of the Melee Damage dealt plus 90. This heal is 40% effective vs non-heroes.
When you perform a Light or Heavy Melee attack against a hero, deal Extra Spirit Damage with the attack and reduce the target's Spirit Resist
x Spirit Damage (adjusted by Spirit Power)
-12% Spirit Resist
8s Duration
Your next bullet will heal you based on what target you hit.
30 Healing from Heroes
10 Healing from NPCs
Gain Spirit Power and Spirit Lifesteal.
+16 Spirit Power
+20% Spirit Lifesteal
6s Duration
Automatically fire a bullet towards any attacker who damages you with their abilities or weapon.
70% Bullet Damage Returned
30% Spirit Damage Returned
7s Duration
By the time you get majestic leap in your first flex slot you most likely will not have a maxed out 4th ability. Youll want to use the leap first and activate ball on the way down.
Your nest Dash-Jump does not cost an extra stamina and you gain Fire Rate and bonus Ammo until your next reload. Lasts up to 8s.
+30% Fire Rate (Conditional)
+5 Temporary Ammo (Conditional)
8s Duration
Your bullets apply a debuff that amplifies your Spirit Damage against the target and grants you Spirit Lifesteal against them.
10% Spirit Amp (Conditional)
+20% Spirit Lifesteal (Conditional)
6s Debuff Duration
Launch yourself high into the air. While in the air, you can use the active again to drop down faster.
Cannot be used for 5s if attacked by enemy Hero.
At this point in the game youre likely to have your ball maxed out allowing to use item actives and abilities for its duration.
Your Melee Attack applies Movement Slow and heals you for 55% of the Melee Damage dealt plus 110. This heal is 40% effective vs non-heroes.
60% Movement Slow (Conditional)
2.5s Slow Duration
Teleport straight ahead, gaining Bullet Resist.
13m Teleport Range
+40% Bullet Resist (Conditional)
5s Buff Duration
Teleport to an enemy target, applying Disarm, Slow, and dealing damage.
3s Disarm & Slow Duration
50% Movement Slow (Conditional)
150 Damage
25m Cast Range
If you die, after 4s you will respawn at your death location with partial health.
+50% Rebirth Health
Knock down is a alternative to your tier 3 active items when you are unable to reliably stop channled enemy abilities with your ball. Magic carpet and refresher are good tier 4 alternatives for phantom strike or can replace return fire in the extremely late game.
Target is knocked down and Stunned after a 2s delay, interrupting and temporarily preventing them from taking any action.
0.9s Stun Duration
45m Cast Range
Reset the cooldown of all your abilities and restore all your charges
Summon a Magic Carpet that will fly you away and gain Bullet and Spirit Shields. Cannot use abilities while the carpet is being summoned. While flying you are immune to slows and doing any action will dismiss the carpet.
+400 Bullet & Spirit Shield Health
7.7s Duration
1.3s Summon Duration
+6m/s Bonus Fly Speed
17.6s Shield Duration
Dealing Spirit Damage applies a stacking Spirit Amp that increases your Spirit Damage to the target.
+6% Spirit Amp per Stack
15s Duration
0.7s Max Frequency per Target