Poloma - Passive Aggressive guide! This guide will explain how to play Poloma in, what I feel is the best passive aggressive style. This will allow you to jump in, do some damage, and CC as well as heal you and your ally. This playstyle has around a 80% winrate with me thus far. So, I feel it is fairly good to use. Spirit Link - When using Spirit Bolt, you create a link with your ally sharing any healing done to one individual heals the other individual at a smaller rate.. Soul Link - Creates a link with multiple enemies, damage done to one is shared with the other at a smaller rate. Sould Bolt (Normal Attack) Type: Projectile Affects: Allies, Enemies Cooldown: 0.35s Casting Time: 0.35s Fire a Soul Bolt that deals 10 damage and inflicts Soul Bind on enemy hit. Heals 8 health and applies Spirit Link on ally hit. Soul Bind: Deals 30% of damage taken to nearby allies affected by Soul Bind. Spirit Link: Heals 50% of healing received to nearby allies affected by Spirit Link. Soul Bind Dmg Cap: 20 dmg Soul Bind Duration: 6s Spirit Link Duration: 6s Energy Gain: 5% Energy Used: 0% Other Side (Right Click) Type: Target Self, Ally Affects: Self, Team Cooldown: 0.1s Casting Time: 0.1s Send target ally into the spirit realm making them invulnerable and increases their movement speed by 40%. Duration: 1.8s Energy Used: 0% Spirit Rift (Space Bar) Type: Target Self, Ally Affects: Self, Ally Cooldown: 0.2s Casting Time: 0.2s Summon a Spirit Guide that heals an ally for 16 health or deals 12 damage and knocks an enemy back. Can be cast again to teleport to the spirit. Recast Duration: 3s Energy Gain: 7% Energy Used: 0% Spirit Guide (Q Button) Type: Target Ground Affects: Enemies Cooldown: 0.1s Casting Time: 0.1s Opens a rift that interrupts the next ability cast by nearby enemies. Inflicts Panic when an ability is interrupted. Panic: Target runs away in panic for 2s. The panicked target runs at 15% increased movement speed. If the target takes enough damage the effect breaks. Panic Dmg Limit: 16 dmg Interrupt Duration: 0.5s Energy Used: 0% Ghost Wolf (E Button) Type: Projectile Affects: Enemy Cooldown: 0.7s Casting Time: 0.7s Summon a Ghost Wolf that strikes up to 3 targets. Deals 20/16/12 damage and inflicts Soul Bind on each hit. Soul Bind: Deals 30% of damage taken to nearby allies affected by Soul Bind. Soul Bind Dmg Cap: 20 dmg Soul Bind Duration: 6s Energy Used: 0% Pixie (Default R Button) Type: Summon Affects: Self, Enemy Cooldown: 0.1s Casting Time: 0.1s Summon a Pixie that mimics Soul Bolt. Mimicked Soul Bolts deals reduced damage and healing. Mimicked Damage: 7 dmg Mimicked Healing: 6 hp Duration: 4.5s Energy Used: 0% Ancestral Spirit (Default F Button) Type: Target Ground Affects: Enemies Cooldown: 0.1s Casting Time: 0.1s Summon an Ancestral Spirit at target location. Deals 12 damage and inflicts Fading Snare to enemies and heals allies for 16 health. The spirit releases a second wave of energy after 2s that deals 36 damage and heals 24 health. Fading Snare: Movement speed is reduced to 0% and gradually restored over 3s. Fading Snare Duration: 3s 1st Wave Damage: 12 dmg 1st Wave Heal: 16 hp 1st Wave Duration: 2s 2nd Wave Damage: 36 dmg 2nd Wave Heal: 24 hp Energy Used: 100% EX Abilities (Not used in this guide) Soul Transfer (EX 1) Shift+Space Type: Projectile Affects: Enemy Cooldown: 0.2s Casting Time: 0.2s Summon a spirit that does 16 damage to enemies or heals 20 health to allies. You and the target swap locations on impact. Can also be recast to teleport to the spirit if no target is hit. Recast Duration: 3s Range: Unknown Energy Used: 25% Soul Drain (EX 2) Shift+Q Type: AoE around Self Affects: Enemy Cooldown: 0.3s Casting Time: 0.3s Opens a rift that drains health and interrupts the next ability cast by nearby enemies. Inflicts Panic when an ability is interrupted. Panic: Target runs away in panic for 2s. The panicked target runs at 15% increased movement speed. If the target takes enough damage the effect breaks. Panic Dmg Limit: 16 dmg Interrupt Duration: 0.5s Energy Used: 25% Early Game Play Style: Lower Tiers: Right when you spawn, I recommend rushing in and casting your Spirit Guide on an enemy. Once hit, you cast your Spirit Guide again to warp towards the person. Then, quickly casting your Spirit Rift, you will cause your enemy to Panic, sending them running. At that time you should cast your Ghost Wolf on them. This will bounce off of them, and cause some damage. Later into the game, it will also heal you as well. Now, after that you should cast Other side and run over to your teammate, and proceed to use Soul Bolt on them. This will heal both you, and your ally. From this attack, you will often times get hit, however, it will throw the enemy off, and allow both you, and your ally to get in some hits. Mid-High Tiers: This all varies from game to game, and champion to champion. With every champion, you have a different counter, and play style you have to use in order to match them. This goes with your allies champion, as well as the enemies. If they have a Jade, simply pulling the same thing in the early game example, tends not to work as well. Jade can simply jump out of it, leaving you with a failed attempt, and all your moves on cool down. Over time, I'll be updating this to include all champions. Middle Game Play Style: This all varies from game to game, and champion to champion. With every champion, you have a different counter, and play style you have to use in order to match them. This goes with your allies champion, as well as the enemies. If they have a Jade, simply pulling the same thing in the early game example, tends not to work as well. Jade can simply jump out of it, leaving you with a failed attempt, and all your moves on cool down. Over time, I'll be updating this to include all champions. Late Game Play Style: Last man Standing: Last man standing is by far one of the most intense things you can do, and most people think as a support you're unable to do this. However, it is completely possible, and with a clear mind you should be able to pull it off (Depending on the enemies health). With this, it's all about working your Battlerite's (See section below) to your advantage. If you chose the Battlerites I have displayed below, then you will be at an advantage at the end of the game. The first thing you want to do is ensure you're not hit. This means you have to first take offensive. Using the same plan as early game, you Spirit Guide towards them, send them into a panic, and then Other Side out. Instead of falling back to your ally, as he/she is already dead. You need to instead, fall back to any green orbs you see on the map. These will heal you. One thing a lot of people do that will get them in trouble is focus on the middle orb. Never start the hits on the middle, at that time the enemy will either focus you, or last hit the middle. Instead, wait until they begin to attack it, and attempt to last hit it yourself. Unless the enemy is not currently in the middle, at that point grab the middle orb. If you know where your ally died, go to his area. When an ally dies, they drop their energy orb. This will help you achieve your ultimate. If you do not know where your ally is, or cannot get it, try grabbing the orange orbs around the map. This will do the same thing, just on a smaller scale. Once you have your Ultimate ready (Ancestral Spirit) You will need to do one of two things depending on your opponents. 1. If they have mobility that will enable them to escape, wait until they use that and then strike. When you strike, you will need to Spirit Guide to them, and then you both. Then, if they start to attack you quickly use your Other Side to go invisible. Make sure you stay in the ult. This will heal you a huge amount. After the ult goes off, you then go back to the same style you have been playing prior. Using the beginning style as a reference. 2. If they don't have mobility, you do exactly the same as number one, just without waiting for them to use their mobility. This makes life a lot easier when you know they cannot escape. Battlerite's to Chose: Round 1: Dire Wolf - First Ghost Wolf hits casts 1.2s Root. Round 2: Affection - Ghost Wolf returns back to you healing you for 20 health if there are no nearby enemies or after it's final attack. Round 3: Revenant - Spirit Guide increases damage taken by 20% and slows enemy movements by 25%on an enemy. Round 4: Shimmering Bond - Healing shared by Spirit Link increased to 70% from 50% Round 5: Equilibrium - The first impact of Ancestral Spirit applies Spirit Link on allies and Soul Link on Enemies.