
Define my Talent Keywords
- Unlocks New Capabilities - Talent transforms the Hero. It provides access to combos, synergies, or strategies unique to them.
- Performance Booster - This talent further enhances the strengths and specialization of their Hero in the role they play.
- Synergistic - This talent enables, or multiplies the effects of, other talents chosen alongside it.
- Consistent Use - The bonuses of the talent are in consistent effect and is felt at every point in the match. The requirements are easily met.
- Flexible - The talent is often included in many varied builds, with good success in all circumstances.
- Value Talent - This talent fulfills its intended purpose on its own, freeing your future talent choices for something more desirable.
- Very Effective - It is widely regarded that this talent's effects are extremely powerful. Even in matches that demand a different talent, its sheer gravity encourages it to be picked.
- Productive Playstyle - This talent trains your skills that can be transferred to other heroes. It also encourages behavior that is overall beneficial to your Hero's tactics or to the team at large.
- Short Cooldown - This activatable talent can be freely used in every skirmish.
- Easy Quest - The quest is easy to complete for its benefits. Whether by a slight increase in focus, or by a trivial requirement that you already are doing.
- Opportunity Cost - This talent is slotted in the same talent tier as other strong picks. The consequences of not picking its alternatives are often felt, whereby it's possible that you may perform better with the other talents.
- Situationally Powerful - The talent's effects are niche, but highly powerful when the conditions are met.
- Skill Expression - This talent requires mastery and practice to take full advantage of.
- Suboptimal - The talent encourages a playstyle that is not suited well for the Hero, often chosen in response to a suboptimal game state. It may have done you better to play a different Hero to begin with.
- Teamplay - The talent requires teamwork or communication to take full advantage of. So-so in solo matches; recommended in premade teams or players you can rely on.
- Talent Dependent - This talent is highly dependent on the presence of another talent to further bolster it. Not picking both will lead to consequences.
- Map Dependent - This talent's effects will vary significantly from map to map.
- Team Dependent - This talent's effects is dependent on your team's Hero composition and focus. It either covers a common weakness, or relies upon your team achieving a certain condition outside of your control.
- Opponent Dependent - This talent derives much of its effect based on the behavior of your enemy, which varies from player to player, and hero to hero. It is also dependent on what tools those enemy heroes have at their disposal.
- Worthy Quest - The power of this talent is largely gated behind quest completion, whose requirements are not so trivial. Good reward.
- Redundancy - The effects are easily overridden by other sources.
- Uncompetitive - This talent is widely regarded as being an underperformer. Even if its effects are appropriate for the situation, you are better off picking a different talent.
- One Trick Pony - This talent has only one purpose and incentivizes a rigid and predictable playstyle. It's only ever picked in one type of build.
- Anti-Synergistic - This talent directly sabotages the ease of use or capabilities of another talent. Rather rare quality.
- Niche - The specific conditions in which this talent's effects are beneficial are too narrow.
- No Agency - Activating the talent's effects is outside of your control.
- Easily Countered - The talent is liable to the enemy team countering its strategy or effects.
- Inflexible Playstyle - This talent incentivizes a predictable playstyle. Although it's not always a negative quality, shrewd opponents can engage tactics or strategies that the talent cannot address.
- Long Cooldown - You must be judicial on its usage, even when fighting over objective. Strong zoning and defensive tools, like Mighty Gust, can defuse the talent entirely.
- Win-more - The talent demands an extreme advantage over the enemy to permit leeway for its benefit. Hard to use when from behind.
Level 1 for Lt. Morales is all about energy management and how you can earn energy rebates. Plus, there are some other benefits tacked on that incentivize a certain playstyle.
Mathematically the best Level 1 talent for more energy.
Lt. Morales will deplete her entire energy bar after 16 seconds of healing. With this talent, in a best case scenario, you bump that number up to 50 seconds! I also love this talent because it incentivizes using your auto-attacks, which is a very important resource in
Lt. Morales's arsenal. You're the 4th hardest hitting Healer in the game, with reasonable range to boot. Use it!
However, you have to be careful about who it is you siphon from. Attacking a
Stitches or Misha is
mostly harmless, but attacking a
Kerrigan will lead to instant death. Don't sacrifice your life for a few points of energy, analyze the situation at hand beforehand.
Recommended Life Support ● Flexible ● Performance Booster
|
During the first 2 seconds of Energy regeneration
Healing Beam regenerates 100% more Energy.
Passive: Increase your maximum Energy by 10. |
If
Caduceus Feedback[1] isn't a safe option, such as fighting a team with lots of assassins that'll murder you on sight, then you need passive help. An increase on your energy cap is nice, and this talent helps when fighting on/off sustain wars. With this talent, you can heal without spending any energy by healing for 4 seconds and then stopping for 4 seconds. This is very efficient in regenerating energy when there's a lull in a fight. Recommended when freshly new to Morales.
Clear is an essential component to the Grenadiering strategy. Fire off grenades as much as possible in the early/mid game so you can stack progress. The grenade build is recommended against melee or ranged only teams. They tend to clump together and you have more control over them when you can grenade them around. The added CC can help secure kills and disrupt enemy gameplans.
Technically, the talent gives you energy per hero hit. This is nowhere near the amount you gain compared to your other level 1 talents, so your healing potential will suffer drastically. Hence, I'm not a fan of neutering Lt. Morales' healbot identity.
Lt. Morales desperately needs more self-protection. Level 4 is your first opportunity as it provides you a few defensive options - a quick bandage, stronger sustained healing, or a higher than average health bar with shields?
A versatile talent that gives Lt. Morales everything that she wants. Cellular Reactor[4] should be your
default pick, unless additional durability is needed. Out of combat, the short cooldown of the active and highly efficient 1:1 Energy to %HP healing is super handy.
And your energy keeps regenerating because it doesn't count as healing a teammate, according to your
Q's rules. You can even patch yourself up while mounted! It's great at keeping yourself healthy. In the middle of a battle though, you have to think twice about using the active. The healing is very energy intensive and you will run dry sooner than you'd like to.
That boost in energy from
Safeguard is absolutely not to be slept on. Literally any and all instances of damage, even something as minute as minion damage, will swiftly charge you the 10 max energy. It need not be stated why having more energy is a good thing, especially when you will cast your
W several times in a fight.
For these reasons,
Cellular Reactor[4] is optimal in a safe game where enemies are unlikely to attack you. However, as much as I praise the stronger stats, it's very important to remember that you cannot heal anyone when you are dead. When you need additional durability, consider the next talent
Trauma Trigger[4].
Lt. Morales is priority #1 for enemy team because she can keep anyone else alive indefinitely. On the flipside, her self protection is not as strong. Therefore, expect smart opponents to
ALWAYS jump you. In such a scenario, you'll reap some tremendous benefits.
Doubling your trait's healing means you have twice the amount of health you'd otherwise have when involved in a chaotic fight. And this comes at no cost to you - it just happens automatically. Over the course of a whole fight, this will give you more self healing than
Cellular Reactor[4], if at a lengthier pace. Also, that energy that would've been spent on
Cellular Reactor is still being spent on healing the team.
Secondly, you get automatic armor when brought to 40% health. This is especially valuable when you get stun locked and couldn't give yourself the armor in time. It can save you. It's even better when you add layers of protection - give yourself
Safeguard at the start of combat, you're healing yourself for 4% every second, and then your automatic armor triggers, hopefully, after Safeguard ends. You are deceptively challenging to kill. I like to call
Lt. Morales a
backline tank for this reason.
All in all, Trauma Trigger[4] is an incredible pickup for bolstering your own protection, especially when the enemy team have lots of hungry assassins. The armor matters a lot when the attack comes fast and hard before you can react to CC. However, all of this is solely defensive to you. You may find your capabilities as a healer to your team diminished without Cellular Reactor[4]'s efficiency.
When
Trauma Trigger[4] and
Cellular Reactor[4] isn't necessary and your team needs CC, then Blast Shield is quite interesting. 50% slow for 1 second is quite impressive when your team has the damage to back it up. Crippling someone after they get knocked into your assassins is a death sentence, especially if your team lacks good CC.
The shield portion is whatever. It's hard to get value out of it due to it being padded on top of your maximum health, so unless you got grenade talents for frequent grenadiering, don't think about it too much.
Great choice for grenade builds, but I would very rarely consider it on its own outside of it. Your alternative talent options are more important in terms of healing than an infrequent slow.
Theoretically good talent. Challenging to get value out of most of the time. This is not an unstoppable - it is an instant cleanse and nothing more. I find it irritatingly annoying that when I cleanse a decent or powerful slow, they just get slowed again by something trivial!
Reducing
Safeguards cooldown is very respectable, and highly synergistic with future talents. That's the only thing keeping it from rock bottom. But... this talent tier has some strong, strong competition. Even in its base case scenario I would still pick another talent.
Either way, I like picking this up only against Stukov
, Garrosh
, Arthas
, Varian
, and Nova
. These Heroes are highly dependent on a strong slow to secure kills, or make up for their own lack of mobility by debilitating an enemy instead. By keeping your eyes sharp for their signature slowing effects, you'll negate their lethality.
By all that is holy, Vanadium Plating is a saint in Healing Theology textbooks. In MOBAs, all forms of CC are strong because people turn bloodthirsty upon seeing a defenseless target. They'll change their focus to punishing a stationary enemy. Upgrading the armor boost when someone is stunned, which is applied whether or not Lt. Morales is healing them, is the difference between them laughing off the tickles or dying brutally. Look at the enemy lineup and imagine all the roots and stuns they possess. Will it be present when trying to secure a kill? Yes? Vanadium Plating is your answer.
As for the mathematics, I will show you why it's so strong. At level 7, let's assume a dummy target with 2150 Health (people have even higher health in the late game). If they have 35% armor, then they only take 65% of damage. Ergo, for them to die, they must suffer more damage to die under the armor.
NO ARMOR: ( 2150 Raw Health / [1 Damage Rate - 0 Armor ] ) =
2150 Effective Health
SAFEGUARD: ( 2150 Raw Health / [1 Damage Rate - 0.35 Armor] ) =
3307 Effective Health!
VANADIUM: ( 2150 Raw Health / [1 Damage Rate - 0.55 Armor] ) =
4777 Effective Health!!
GARROSH ARMOR: ( 2150 Raw Health / [1 Damage Rate - 0.35 Safeguard + 0.40 Armor Up] ) =
8600 Effective Health
● Giving someone
Safeguard is a +50% boost to their survivability, not counting the fact that the longer they live, the more healing they get from you. Plus, your healing bypasses their armor, but the enemy damage is reduced by it.
● Giving someone
Vanadium Plating-grade Safeguard? It's a +120% difference. You are doubling their health! And don't forget the duration is passively increased by 1 second!
● Finally, Garrosh's
trait is unique in that it is the only armor source in the entire game that stacks with other Armor. Plus he has lots of base health. Giving him armor is an
excellent idea as his EHP soars to the heavens. Whether it's through him being low on health, or gaining a boost from Vanadium Plating, it's a very common sight seeing him running around with 75% armor, quadrupling his durability.
● Since every 1 point of health essentially means the enemy needs to chew through 1.5 health or 2.4 health equivalent when armored, your healing becomes that much stronger. If you're healing 300 health a second, you are padding on 450/660 more health every single second. It's unbelievably efficient!
Safeguard will provide healing to ANY target Hero with it so long as you're healing someone's healthbar. Yes, you can
Safeguard yourself and heal yourself!!! Anytime you are being attacked, armor yourself up and heal simultaneously. Furthermore, this is an incredibly energy efficient way of sustaining two people at once.
It takes a bit of finesse in fights, but if you are able to you can switch healing to a secondary target, whilst safeguarding your main ally that's being focused. The armor is more important than 25% of the healing, and it's almost like a full heal anyhow. Meanwhile, you're healing a second patient at full speed.
A favorite trick of mine is to find a wounded minion, Safeguard myself, start healing it. It's like an instant fountain.
Against
Lunara, other poison based heroes, and artillery, healing just one person at a time is not enough.
Medi-drone solves your problem by splashing your healing to more heroes at no additional cost!
Just note that the
Medi-drone will only heal
IF you are healing
missing health.
This is the ONLY ultimate people think of when associating
Lt. Morales. People remember the absolute pain and devastation of an unchecked carry going to town with a stim preceding a loss.
Identify any assassins that primarily use their right clicks to deal damage on your team. You want to stim those guys. Then, consider allies that benefit from attacking more frequently.
Artanis is a great example. His passive,
Shield Overload, gives him frequent shields. Every attack will lower the shield's cooldown by 4 seconds. Not only does he hit hard with certain talents, but he will be more durable by refreshing his shield more often. Stimming Artanis is hence, a really good idea! I'm certain he'd appreciate extra movement speed, too. This is just one example! Be on the lookout, or just ask your mates in chat.
Stim is ALWAYS a good option to pick. Most teams have 1+ physical damage attackers, and 1+ mages to provide variety in damage type. Providing a gigantic boost to damage output is always appreciated. The only time Stim is not a viable choice is if the team
does not have any right clickers. They don't deal their damage that way, and they don't want to auto attack in favor of doing something else. The solution is two-fold: either you pick
Medivac, or you just don't pick
Lt. Morales to begin with. Such a strange team composition implies an unorthodox strategy. You should consider picking another healer that may offer better CC, vision, or support that can better execute your gameplan.
Lt. Morales strictly offers only healing. If your team cannot deal damage, then you're just delaying their deaths in vain.
First off, click this text here to visit my dedicated Medivac chapter so we can talk more about tactics.
As for the philosophy of picking the talent... Nothing fuels me as much as a team willing to listen and trust your absolutely bonkers drunk driving abilities. Medivac is so, so much fun! But I must concede to the fact that it is not as necessary as
Stim-drone. If you end up on a team without a right-clicking assassin (which isn't a good outcome of a draft for Morales), then Medivac is an automatic pick.
Lt. Morales struggles more than other healers when it comes to macro play due to the fact that she is useless on her own and must be paired with someone else at all times. Medivac alleviates it. If your team is fighting a scary macro oriented team, Medivac will alleviate that. Maps where macro play are important also tend to be quite big, getting you value out of a long range ferry. Shove a wave, take a merc camp, shuttle your mates over to objective on time. Assault a fort, then travel to the other side of the map and bring down the other one uncontested. Take a boss, push with it, Medivac away to another lane/home/merc camp when it falls.
If your team does not have much range and have trouble getting into the middle of a fight, you can technically use Medivac as an engagement tool. Load up the whole squad and dive into the heart of the enemy team. It's a terrible idea, you yourself will definitely die. It'll work. Somehow. Also, this is actually a good strategy vs
Sgt. Hammer, and is especially effective with Safe Zone[20].
A Reinforcement Medivac is unironically a great source of healing and mana restoration for your entire team. Command your team to hearth back to base. Then, cast Reinforcements and begin a hearth of your own. Everyone will return to base and restore about 75% of their HP/Mana before they hop in the ship and return to exactly what they were doing 10 seconds ago. Be sure to keep an eye on the map or fountain and send it off as soon as they're in. Funnily enough, Morales too can benefit from this tactic because Hearthing to base takes 6 seconds, while the Medivac will wait 10 seconds max.
When you're dogpiling the objective, call Reinforcements 3 seconds before your mate respawns. Remind him of it at home. Get a fresh new body to keep the unrelenting pressure up! There are no limits to the possibilities and unique map strategies that encompass Medivac gameplay. Get creative!
Situational EMP Grenade ● Situationally Powerful ● Niche
|
Displacement Grenade deals an additional 96 damage over 2 seconds, and up to 400 bonus damage to Shields. |
There are very, very rare games you'll be picking up EMP grenade. There are a bunch of talents that provide shielding for various heroes, but you can't count on enemies picking them, unless you intentionally wait on picking a talent. Instead, you pick it when fighting certain heroes (almost all of which are Starcraft related!).
Keep eyes out for
Fenix,
Artanis,
Chen,
Kerrigan,
Imperius's
Angelic Armaments,
Tassadar's
Archon +
Plasma Shield,
Mei, and
Zarya, among others.
Still, even when fighting these heroes, you must also consider the entire enemy team composition. If your team is struggling to get through tanks, you will need
Bedside Manner. If there is too much damage in the game,
System Shock can halt more than one enemy.
The final piece-de-resistance to a
Lt. Morales kit. Reducing multiple enemies' damage by 30% is unbelievably good for a support. Your team will appreciate the number leverage. There is no match where you won't get benefit out of reducing ALL damage they can make by 30%. This also synergizes with
Lt. Morales gameplan - you will grenade someone to interrupt them, apply armor, start healing. First, they deal 30% less damage. Then they deal another 35% less damage due to armor. Finally, you're healing for a big amount. Your healing is certainly outpacing anything they will throw out.
For when the meaty boys up front are too hard for your team to get through, or you'll straight up get a lot of value, Bedside Manner is pretty cool. This talent synergizes with
Caduceus Feedback at level 1. You want to be constantly outputting auto attacks. You can apply a LOT of pressure to someone with it. Also, don't forget that you apply a mark with your grenade that must be consumed by an auto attack for a +6% HP damage bonus!
Extended Care is an excellent choice in games where it is simply too dangerous to heal people. Either you suffer AoE effects, or the enemies jump you as soon as you get near a mate to heal them. The 30% increased range is the primary factor in why you pick it. It makes you significantly safer and extremely challenging for an enemy team to dive you.
The healing buff is also pretty nice. It's kind of hard to utilize in the middle of battle, but it is an
excellent help at healing the whole team up from poke or poison damage. One thing to note - your healing buff will be applied even if you were healing a full health patient. You can make preparations for an incoming fight by applying the buff to your tank and then switching patients.
First Responder is a tough talent to work with, but it certainly soars when it works. The increased movement speed is incredibly attractive. Lt. Morales has 0 mobility, so the +15% speed is
huge in keeping yourself alive, able to roam the battlefield, and dodging enemies or abilities. Also, it's easier to maintain a healing link, or using other people as a "speed boost" so you can reach who it is you need to heal. And I'm completely ignoring the fact that your patient also benefits from the speed! For Heroes that don't have built in speed or mobility, this can really power up their combat potential or get them out of a sticky situation. The healing boost is also pretty strong in terms of healing one target!
The real challenge of the talent is its demanding > 60 energy requirement. This basically forces your hand to pick up strong energy talents in the early game and to use them to their full potential. Sometimes, you may think about intentionally not healing someone so you can stay over the 60 range. It's in my opinion that a Morales should spend what energy she has so she can keep her team healthy. If you have to lose your level 16, so be it.
Therefore, First Responder is a great option if you need to really boost up one Hero, want a mix of safety for yourself, and that any team fights are short and sweet.
If the enemy team has overwhelming single target damage, you're gonna need more protection. Doubling up on your
safeguard gives you options. You can extend the duration on one man, or protect a second player if they change targets. Plus, just based on how "charge based" abilities work, in practicality you get a 3rd
Safeguard on a reduced cooldown. It's pretty flipping sweet.
In addition,
Safeguard is now a range 12 ability. That's the same as a fully graduated ranged Sgt. Hammer you can plop down! Just being in the fight means you can put a
Safeguard onto anyone. It really helps in chaotic games where formations break constantly and it's not safe for you to reach out to your wounded mates. It's also vitally important in always having the ability to provide armor at a moments notice on someone that is in trouble, so that they get the armor at full health, rather than at half when they're bound to die.
Remember kids, overdosing is not good for your health. You really don't need this talent - Stim-drone has a forgiving 70s cooldown. You'll have it available for every major fight. Sure, you can freely activate it in a small skirmish to win it, but I tend to find small skirmishes in a level 20+ game rare.
Maybe you get a second Stim-drone off in a big battle. But the higher in ranks you go, the more focused an enemy team gets. They don't waste time, they use their abilities, get a kill, then break off the engagement so they can force a keep/core/boss/objective. And by that point, who cares if you get a 2nd Stim when it's going to be a 3v5 scenario?
I'm just not a fan. You hardly earn any combat boosting effects - it's all in the CDR value. I might consider it if I'm working with a Butcher or Illidan who would seriously appreciate +50% movespeed, but that's the only circumstance. If you are new to
Lt. Morales, you may find
Hospice Care[20] challenging to use. There's no shame in picking up
Hyperactivity[20] to upgrade your most important ability.
Come on, I'm a fanatic about my dropships. I would take this talent JUST for the cooldown reduction. A 30 second "transport my entire team elsewhere" is ridiculously bonkers. You can freely reinforce and have it ready again for the second person. You can jump in to take some keeps and jump back out.
Oh right, teamwide protection status. Hmm. Incredible. Obviously, this transforms your Medivac into the ultimate teamfight initiating tool. It is the PERFECT showstopper. Enemies doing boss? Taking your keep? Foolishly taking an objective? Fly in and put an end to their dreams.
However, be hesitant and thoughtful of enemy AoE ultimates. Damage protection does not give CC immunity. Jumping straight into a Zarya just to get
Graviton Surged, or a
Mosh Pit, will still kill you and your team. And then you'll subsequently lose.
Also! Cool note - passengers still benefit from protection even if the Medivac gets destroyed. This sometimes helps when you get caught out of position and try to make a run for it with the Medivac, only for it to get destroyed. You'll have three more seconds for your team to come to your rescue.
YESSSSSSSS Unkillable status effect HERE WE GO! You, Morales player, have been babysitting everyone on your team. You will save people by mere hairs. But you can't save 'em all. I present to you: the unkillable status effect. Sure, it takes good timing, but this thing is disgustingly good when it works. The more you practice, the better you'll get at it. It's also a HARD counter to executors like
Pyroblast,
Rocket Ride,
Last Rites, etc. What's more, tacking on an extra +8% HP heal on top is quite baller for your Safeguard!
Remember to still treat your Safeguard as an armor increaser first and foremost (especially with Vanadium Plating). Hospice Care is your triage - the last card up your sleeve. If you rely too hard on the unkillable effect, you may only delay the inevitable when your patient has been brought to deaths door.
The crowning jewel of the grenade build. The last infinity stone. Unlimited grenades, status effects, knockback, and damage. This also changes how you aim your grenade. First, look to secure a kill by follow-up CC. Next, save your grenade for clusters when in team fights.
If you haven't picked up into any grenade talents (except lvl 13 obviously) then it's OK at best. Stick to
Safe Zone or
Hospice Care for the most part.
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