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Assortment of supporting loadouts
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~SUPER HEALER~

Weapon: Sword

Tool: Kunai (to have some offensive option and help teammates, pick off weakened foes)

Passive 1: Boost Secret Tech Gauge (used to make sure your secret is available to you earlier and often in the game. If you're providing consistent healing for your team, you will find yourself using your ultimate 4 to 5 times a match. )

Passive 2: Boost Movement Speed (to be as evasive as possible and keep up with all roles)

Passive 3: Reduce spawn time (you need to be with your team as much as possible. This allows you to get back into the game quickly to assist and heal your team)/ boost cooldowns at low health (beginner friendly. Healers get ganged a lot and this helps when you can make a quick ecscape and you are low on health. If getting interrupted on your heals, this allows you get recover those techs quicker to keep your self alive)

Ninjustu 1: Palm Sage (quick, passive healing. Hang back from the fight and keep your team healthy. Or dip and dodge through an active engagement to give your team some sweet healing. It's easy to interrupt this move, both by the enemy and doing any other action than jumping)

Ninjustu 2: Cellular Extraction (wide range burst healing. You can cycle between this and palm sage. Quick activation means that you can fire this off after a combo or pop off a quick heal for surrounding teammate and get back to assisting with the objective. also removes status ailments which is very needed for yourself and your team. Also usable in the air, so you drop from a high point above the battle undetected and send out a heal)

Sub: Shadow Clone (low cooldown and allows more evasion/escapes)

Secret tech: Spring Storm (I really like this ultimate. Decent damage and heals your team at the same time. I've been able to use this ultimate multiple times a game because of passive 1. This has a lower build gauge than other ultimates from that I'm lead to believe, meaning you get it early in the game)

~STUN BASE BATTLE HEALER~

Weapon: knife

Tools: Kunai (chip damage and support teammates combos. Distract approaching foes) / Sealing Tag (prevent approaching defenders using sand shield and other "shield effects")

Passive 1: Increase Ailment Time (I'm assuming that this affects air palm and paralysis. This is probably preference but I couldn't find another passive and gave value to the build)

Passive 2: Movement Speed (I like to go fast. Get to bases quicker)

Passive 3: Shortens Spawn Time (to get back into the match quicker and support base claiming/defending)

Ninjustu 1: Air Palm (seal approaching foes, especially defenders. Can help keep people off a base which is a weakness healers have in base battle) / Cellular Extraction (because you're a healer type)

Ninjutsu 2: Paralysis Jutsu/Cherry Blossom Clash/Crimson Drizzle (the main reason to consider healer class for base battle. They both interrupt sand shield, which is highly used in base battle. Cherry blossom also helps to keep foes off a base)

Sub: Shadow Clone

Secret tech: Feather Illusion/ Spring Storm (if you don't use extraction, this is a quick filling gauge that can do both heal and damage) / string light formation (probably strictly worse than feather illusion but it looks cool)

I just thought of this after hearing guys talking about healers not being very good in base. I'm not saying that this build is any good or viable but I just like to theory craft and mess around with weird sets. It's a quirk from playing competitive pokemon haha. The only thing I really feel healer has going for it is paralysis going through sand shield, which everyone is using right now

~TEAM BUFF MEDIC~

Weapon: Knife/Sword

Tool: Preference (personally I use Kunai mainly on all my healers and this build is meant to be a little more aggressive. But admittedly this is because I love playing range. This is a support healer, any of the tools are good. Sealing tag to shut down opposing healers. If you ommit any healing ninjutsu, go for the healing seal to provide some form of healing)

Passive 1: Boost Secret Tech (you want to be firing off Insect Jamming as early possible, synergizes well with Byakugan)

Passive 2: Preference (I like my healers quick so I go with movement speed but you can really play with this spot. Reduce damage/boost max health to be tankier, reduce tool cooldown for tags for extra support, reduce ninjutsu cooldown for more extractions and constantly having Byakugan running, shorten substitution to be more evasive and make being jumped easier to handle. I find that they all give relevant value)

Passive 3: Shortens Spawn Timer (I'm partial to this on my healers to get back into the game when I go down. Boost movement after spawn is good for getting back to your team quicker for when you happen to spawn far from them. Another flexible spot)

Ninjutsu 1: Byakugan (see enemies through walls, team wide attack boost, allows you to see ultimate gauges. this is a very good support move. Also solo queue friendly because at least you can still offer support to those who run off and separate from the group. Activating this along with Insect Jamming is good shit and provides a massive advantage to your team. Somewhat team composition dependent. 3 attacker medic, 2 attackers 1 defender medic compliment this move best. As of December 17 patch, the attack buff is increased. Dont have a hard number on the percentage of increase. Also, the cooldown is lowered. This just got a lot better)

Ninjutsu 2: Preference (this slot is also very flexible. I use Cellular Extraction to provide on demand wide range healing. Palm sage is good too if you are good at dodging and dipping in and out of fights, plus low cooldown. Air palm/Chakra scapel for team support and shutting down abilities. Paralysis and cherry blosson both break sand shield. Honestly depends on your play style and what you find compliments your team)

Sub: Basic Substitution/ Shadow Clone (lower cooldown and I like being aggressive so I enjoy quicker subs. However, if you decide to use more of the stun based subs then slotting in reduce sub timer into passive 2 is a good idea)

Secret Tech: Insect Jamming (I love this move. People don't understand how much they need their HUD until it's gone. Darkens and blurs the screen of those affected, prevents vision of the health bar so healers don't know who needs assistance, those affected cannot identify friend or foe, denies vision of ninjutsu so the affected cannot time their cooldown reliably. Also, as of december 17 patch, jamming also lowers attack AND defense of those affacted. This ultimate does a lot of things and coupled with Byakugan can quickly secure multiple kills in a 4v4 battle. And if the opposing team gets smart and scatters to be relieved of the effects then your team can pickup a kill from a solo enemy. When you think about how much a ninja needs sight and knowledge it's clear that denying them such instantly reduces their threat level. Note: cellular extraction removes jamming so scout out the healer and determine its moves or kill the extraction user then pop off jamming)

~DOT REAR SUPPORT RANGER~

Weapon: Kunai

Tool: Senbon (picks off weakened foes and doesn't interrupt teammates combos)

Passive 1: Lengthen Status Ailments (this is what makes the build. Both your attacks are status based and this makes you get the most value out of them)

Passive 2: Shorten Ninjutsu Cooldown (spam your ninjutsu. Allows you have someone always burning and gives further support to passive 1)

Passive 3: Reduce Spawn Time (couldnt really find a synergistic passive here. I'm also not clear on how the spawn timer works or how much this decreases. But it allows you more time to burn people so theres that)

Ninjustu 1: Amaterasu (inflicts burn status, can affect multiple people, breaks sand shield, can be used on those hiding behind dome wall/mud wall)

Ninjutsu 2: Flame Control (more burn status, tracks and as long as it's in range cannot miss)

Sub: Shadow Clone (I appreciate the lower cooldown and the reliability. Allows me to make escapes when I need to, which is a lot of the time. More stun based subs work well here too)

Secret tech: Susanoo Flame Control (I specifically use this for the invincibility frames, especially when low health. Takes a lot of pressure off me and allows burn damage to rack up without me having to make escapes. Note: there is a bug that will freeze your character after using this sometimes so beware)

~BASIC OFFENSIVE RANGER~

Weapon: Chakra Dagger (I'm still trying all the weapons out. If someone could tell me the best range weapons and why that would appreciated)

Tool: Demon Wind Shuriken (standard tool for range. I like the Kunai just as much so I switch this often. Great for spacing and relieving pressure but interrupts teammates combos if doubling into a target)

Passive 1: Boost Ninjutsu Damage (lets fireball hit as hard as possible and has good synergy with the debuff on shuriken net)

Passive 2: Reduce Tool Cooldown (this is to spam demon wind. With this, you basically always have access to demon wind and can use it apart of your combos reliably. Honestly I feel this is safety net and I use it because I'm still pretty newbie at this game)

Passive 3: Reduces Ninjutsu Cooldown when low health (rangers have paper thin defense so I find myself low health enough to warrant this. Again, I'm still low skill so it helps me to still be a threat when almost dead and I can't get to the healer or if my team doesn't have one)

Ninjutsu 1: Fireball (standard. Hit hard, has aoe damage on impact. I switch between this and Phoenix scarlet. I like them both for different reasons)

Ninjutsu 2: Lightning Shuriken Net (standard. Synergies well with all your other moves and your teammates. Easily dodged and if you're like me, hard to land sometimes and easily be punished)

Sub: Shadow Clone (you already know why this is good)

Secret tech: Kirin (again standard. Doesn't give invincibilty frames and is telegraphed. High damage though and decent aoe)

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5 years ago