Poloma is one of the eight dedicated support characters available in Battlerite. Polomas basic attack (M1) is ranged. As such Poloma often thrives best in the backline – protected by a tank and a ranged damage dealer. Poloma is one of the supports in the game who can, in extended rounds, output the highest number of damage and healing at the same time. As such Poloma may seem a fitting choice for an aspiring support player, but she can, in fact, prove to be one of the harder supports to play correctly. This guide will focus on preparing you for what Poloma has to offer!
LMB – Soul Bolt This is your bread and butter and the ability you will be spamming mostly. It’s important to keep up on both your allies, since it applies Spirit Link, sharing 50% of the healing you do on your main target to the affected target. Also applies Soul Bind on enemies, which deals 30% damage to nearby affected targets.
RMB – Other Side Your main “panic button”. The usage of this ability is what separates good Polomas from bad Polomas. More on that in the general playstyle section.
Space – Spirit Guide Your other “panic button”, which can provide you with a precious invulnerability frame (also known as i-frame), during which you cannot take damage. Can also be applied to allies for healing, or enemies for damage.
Ex-Space – Soul Transfer Swaps you and the target you hit, whether enemy or ally. Can be used to get your allies out of sticky situations, provide a double i-frame for both you and your ally, or to malposition an enemy.
Q – Spirit Rift Polomas “counter”. This ability works differently than other counters, arguably it is not really a counter, but for the purpose of this guide we’re going to call it just that, as it applies to your enemies and not yourself. If you hit an enemy with Spirit Rift, they’re forced to stop attacking or using spells, otherwise they’ll be feared for 2s, or until they take 20 damage.
Ex Q – Soul Drain Works the same way as Polomas normal Q, only that it drains 15 health as well, meaning that you gain +15 and the enemy loses -15, potentially making it a +30 efficiency spell. Super useful, and something that you will be using a lot.
E – Ghost Wolf A damaging wolf that can be used to secure orbs, tie Soul Bind on clumped up enemies, or snipe low health targets you wouldn’t normally be able to get to. More on the usage of this in the general playstyle section.
R – Pixie Dust Ability that mimics the soul bolts you fire on your LMB. More on the usage of this in the general playstyle section.
F – Ancestral Spirit Polomas ultimate ability. Great tool for zoning, securing orb, forcing enemies to make ‘bad descisions’ or in clutch situations to be used as an i-frame. Briefly makes you invulnerable when cast, and creates a zone wherein you and your allies will be healed instantly, and enemies will be damaged instantly. After 2 seconds, the damage and healing of the ability will repeat to those still standing in the zone, this time with doubled damage / healing.
3. Battlerite Overview
Dark Souls [Offense]: Increases damage dealt by Soul Bind from 30% to 50% and range of Soul Bind by 20%.
⦁ Not something you will be picking a lot
⦁ Lackluster compared to Shimmering Bond
⦁ Can be used in very specific situations wherein you feel your team needs more consistent damage, but it’s generally not advisable.
Shimmering Bond [Support]: Increases healing shared by Spirit Link from 50% to 70%.
⦁ Useful in most situation
⦁ A go-to Battlerite in many builds, due to the amp spike on healing.
Into The Realm [Survival]: Other Side heals 6 bonus healing. Also reduces cooldown of Other Side by 1s.
⦁ Personally I feel like this is a useful battlerite, but I don’t see a lot of Polomas picking it.
⦁ Often neglected in favour of Specter, but I feel like this battlerite is more useful in a lot of situations.
⦁ Other Side can heal for up to a potential +18 extra healing, if you are standing next to your allies when Other Side expires, or you cancel it.
Soul Theft [Mixed]: Moving through an enemy during Other Side deals 8 damage and heals you for 8 health.
⦁ Lackluster and should probably never be picked.
⦁ You normally want to use Other Side defensively
⦁ Is way too conditional to be considered useful.
Specter [Support]: Other Side causes your ally to become invisible for 1.5s.
⦁ Picked by a lot of Polomas, but I personally feel it can be lackluster.
⦁ It can be argued that it’s good due to it making you unpredictable, but often higher level players will figure out where you will position yourself regardless of invisibility or not.
Spirit Walker [Mobility]: Increases Other Side movement speed bonus from 40% to 50% and duration by 0.5s.
⦁ Lackluster. The extra duration can be a downside in a lot of cases.
Ghostly Strike [Mixed]: Spirit Guide deals 6 bonus damage and knockback force increases by 60%.
⦁ Lackluster. Not enough damage bonus compared to other battlerites, and the extra knockback is negligible.
Phantasm [Support]: Ally affected by Spirit Guide takes 33% less damage and enemy affected by Spirit Guide takes 20% more damage.
⦁ Top tier battlerite that should be picked in almost all builds. Helps mitigate max-hp damage (damage that you can’t heal), and can be used to set up bursts on enemies as well.
Vengeful Spirit [Control]: Teleporting to Spirit Guide resets the cooldown of Spirit Rift.
⦁ Top tier battlerite that’s auto included in builds focusing on controlling sticky melees.
⦁ Can be neglected if you’re against a composition where you feel safe.
Soul Essence [Control]: Reduces the cooldown of Spirit Rift by 1s. Spell Block interrupts further reduce cooldowns by 1s.
⦁ Lackluster. Should never be picked.
Spiritual Wind [Mobility]: Spirit Rift increases your movement speed by 40% for 3s when it inflicts Spell Block.
⦁ An okay battlerite that has its place in very defensive builds.
⦁ Should only be picked when you’re facing rushdown comps.
Affection [Mixed]: Ghost Wolf returns to you afterward, granting you 5% energy and healing you for 12 health.
⦁ Top tier battlerite that should be picked in most builds.
⦁ Energy gain is super consistent, and something that will benefit you in long rounds.
Dire Wolf [Control]: The first Ghost Wolf hit inflicts Root for 1s.
⦁ Used to be a standard pick, but doesn’t see a lot of play anymore.
⦁ Is not useful since it only affects Root on the first target hit – and more than often you’ll find yourself using your wolf on the orb, which you cannot root.
Silver Fang [Offense]: Increases Ghost Wolf range by 10%. The first hit deals 4 bonus damage.
⦁ Not picked by many people, but one of my favourite rites.
⦁ Even though the range and damage was nerfed, it still provides valuable orb control, and makes you able to play more defensively.
Pixie Dust [Support]: Pixie deals full damage and healing on mimicked Soul Bolts and cooldown reduces by 3s.
⦁ Also not picked by many people, but can be strong depending on your playstyle. If you can isolate a target this can provide sick damage.
Condemn [Control]: The second impact of Ancestral Spirit inflicts Stun for 1.2s.
⦁ Lackluster. Never pick.
Equilibrium [Mixed]: The first impact of Ancestral Spirit applies Spirit Link on allies and Soul Bind on enemies.
⦁ Super lackluster, probably her worst rite.
⦁ Does not provide any consistent value whatsoever.
Build that I choose in most situations
Provide most over-all value
Can be considered greedy at times
Vs Rushdown Setups / Melee that will sit on you for the entire match:
I usually pick this if I’m against Rook/Shifu/Freya that I know will be sitting on me for most of the match
Provides less healing / damage than the standard build, but more utility.
Meme / burst build – use at your own caution:
Pick this only if you feel very confident in your ability to carry the match.
5. How to Play (in general)
Polomas playstyle is defined through her ability to consistently heal her allies, while providing pressure on enemies. As such, you will want to spam your LMB during most of the match, trying to avoid hitting counters of course. You will want to position yourself close to at least one ally, preferably close to the third as well. Poloma thrives when she’s not being focused – in other words, you want to have your team divert attention to them, while you’ll freely be able to top them up and dish out damage.
Your RMB is important for escaping and repositioning yourself. Preferably you’ll be using this on yourself for most of the match, but since you unfortunately have to take your teammates into the equation, you should save it if you feel that they’re overextending or being caught of in difficult spots. If I have a low-mobility melee character on my team that are bad at using his escapes correctly – such as Rook or Thorn, i’ll normally be more cautious with using Other Side. With high mobility characters such as Shifu and Croak you can be abit more lax.
Another thing that I do not see a lot of Polomas do, but one that is super important (especially if you’re running Into The Realm), is using Other Side as a tool to top up your teammates instantly in stalemate situations where both teams are poking. This can be done by using Other Side while standing right next to your teammates, and then instantly cancelling it.
You should strive to use your Ghost Wolf everytime it’s off cool down. If you know the orb is going to spawn soon you can hold on to it, since helping secure it with the wolf is super important. Do not be afraid to target an enemy standing closely to the orb if you can’t reach the orb itself, since it’ll most likely bounce to the orb and maybe steal it or help your teammates secure it.
Generally you want to play passively with Poloma, as stated before, but there are situations wherein an Ex-Space can be used to swap yourself into the fray – this can kill you if you’re not careful – but it’s something that you will get better at doing with time. Let’s set up two scenarios:
Scenario A: One of your teammates are diving heavily while the enemy team is turtling. One of the enemies are getting pressured by your teammate, but the others are peeling him of. In this case you can swap the peeling enemy and try to setup a Spirit Rift + Ghost Wolf.
Scenario B: A jade is charging up a snipe, an Ashka is about to ulti, or another character is about to inflict heavy damage with a projectile / ultimate ability. In this case you can swap yourself with a teammate that’s about to get hit, or even better swap yourself and a teammate if you’re both about to get hit. This completely negates the damage of said ability.
However, you should NEVER swap yourself into a situation you cannot get out of. If your Other Side is on cooldown, and the enemies correctly identify this, you can get bursted very quickly.
Finally, you want to use your R a lot when an enemy overextends or an ally is taking heavy damage. It’s not imperative to get your ulti quickly, but it can be nice in certain situations – such as in extended poke fights where you need to control a zone, in situations where your team is clumped up and getting low or if an enemy is overextending and you need to lock him down.
This concludes the general playstyle section of Poloma.
TLDR; Be cautious with the use of Other Side, look for swaps where you feel you can make an impact, use Ghost Wolf liberally, keep spamming LMB to keep Spirit Link / Soul Bind up.
6. Strengths and Weaknesses
High Damage and Healing Output
Weak versus rushdown comps if played incorrectly
Somewhat high mobility if CD’s are used correctly
Can be punished heavily if CD’s are used badly
Good in extended rounds
Requires certain team-comps to be optimal (more on that in the team compositions section)
In this section I will rate Polomas matchups in difficulty, ranging from lowest to highest. Note that other healers are not included here, since their difficulty can vary greatly depending on what other characters they’re playing with:
Alysia: 1/10 Since most of Alysias strengths lies in her able to freeze enemies and setup burst damage, you can counter almost all her damage through the use of space, ex-Space and Other Side, which makes her fall apart completely (as long as you avoid getting frozen yourself).
Jumong: 2/10 Jumong relies on his Arrow Rain to do consistent damage, and his seekers mark to chunk away at targets, something you can mitigate quite easily. His mobility and i-frames may prove a bit troublesome if you’re trying to Ghost Wolf himb.
Ashka: 3/10 ⦁ Ashka has a lot of consistent damage, but luckily you can mitigate consistent damage quite easily as mentioned before.
⦁ Her Fire Wall can be a real pain if she uses it well – this can almost always block your Ghost Wolf from hitting the orb.
Iva: 3/10 ⦁ Can be annoying with Tazer.
⦁ Normally quite easy to play against, since she cannot punish Poloma without putting herself at risk.
Jamilla: 3/10 ⦁ If you get hit by her incap it can get dangerous, especially if the enemy has a jade.
⦁ You can use your Q if she’s stealthed and about to hit you, triggering a panic if you time it correctly.
Thorn: 3/10 ⦁ Normally does not provide any issues for Poloma, unless he plays in an aggressive composition where he freely gets to space on you and tunnel.
Varesh: 4/10 ⦁ You can cleanse his corruption / judgement debuffs with otherside.
⦁ Can be annoying if he gets a silence chain of on you.
Jade: 4/10 ⦁ If you play well you can i-frame most of her snipes.
⦁ Can be hard to control the orb versus.
Rook: 4/10 ⦁ The second least dangerous melee to play against.
⦁ You can normally force him into a lot of downtime by baiting with your Spirit Rift.
⦁ If he gets an incap + E into RMB setup on you, you can get chunked very quickly, so try staying clear of walls.
Ruh’Kaan: 5/10 ⦁ Can mitigate your wolf with his consume, and silence + grip you if you position yourself recklessly.
⦁ If you avoid getting gripped + silenced too much you will be able to outsustain in long rounds.
Destiny: 5/10 ⦁ Counters you with correct wall placement.
⦁ Can play aggressively on you with her ball + silence and R if you misuse your Other Side.
⦁ Can be bursted quite easily if she messes up her counter and wall placement.
Croak: 6/10 ⦁ Can provide slippery and hard to control.
⦁ Will most often try to incap you or stun you.
⦁ This matchup depends on your ability to land panics when he’s stealthed – look for the red eye and try to time your Q with his basic attack.
Raigon: 7/10 ⦁ Counters you heavily with parry.
⦁ Can be a pain to deal with if your team does not peel for you.
Taya: 7/10 ⦁ Tornados, X-strikes and high mobility can make this a nightmare for you.
⦁ Often forces you into using Other Side constantly, so make sure that her teammates are not in a position to punish you immediately after. This is one of the few match ups where I would consider taking the Specter rite.
Ezmo: 8/10 ⦁ Can be super difficult to deal with due to orb control with ultimate, silence and high mobility.
⦁ Try to stay close to your team so they can punish if he spaces in aggressively.
Shifu: 8/10 ⦁ A great Shifu player will ruin your day. Period.
⦁ Using your cooldowns optimally is key here – you cannot use one Other Side poorly. Try to get at least one panic of. Using the space reset on Spirit Rift battlerite is obligatory in this match up.
Bakko: 9/10 ⦁ Incaps, bulwark, shields and the ability to just tunnel you if he wants to make this a super difficult match up.
⦁ Try to force him into spots where he has to use his Bulwark defensively, so he cannot rush you down (especially if he took the weaken bash on Bulwark battlerite, which most Bakko players pick these days).
Freya: 10/10 ⦁ If a good Shifu player will ruin your day, a good Freya player will ruin your day, shit all over it, and then ruin it again.
⦁ Her almost unlimited access to i-frames make her nigh impossible to fear, even with the space reset on Spirit Rift battlerite.
⦁ Will tunnel you, incap you and laugh in your face when you desperately try to Ghost Wolf her.
⦁ This match up solely depends on your teammates ability to peel and keep her of your back.
8. Team Compositions
This section will cover some of the heroes that meshes well with Poloma, and some heroes you should avoid playing her with.
Good compositions: ⦁ Thorn: Thorn is one of the best peelers in the game, something which Poloma values indefinitely. Just be cautious not to overlap your Other Side with his Barbed Husk.
⦁ Ashka: Stationary ranged characters are a great for Poloma, since she thrives best when she has a companion she can turtle with.
⦁ Varesh: Same reason as why Ashka is great, and on top of that he can provide you with a shield.
⦁ Jade: Same reason as above. Also has shield on her Ex-Stealth.
⦁ Alysia: Same reason as above. Also has Ice Block.
⦁ Jumong: Same reason as above.
Bad compositions: ⦁ Freya: Zero synergy. She just jumps in and you can’t follow her.
⦁ Jamilla: Jumps around and sets up incaps.. for what? Ghost Wolf? Nah. You need a heavy hitting burster as your third teammate for this to be worthwhile.
⦁ Taya: Haste makes her really hard to heal. Also does not provide much utility for Poloma outside of tornado.
⦁ Raigon: Kinda meh. Not a lot of synergy, but at least he can sustain himself somewhat.
9. Final Words
Poloma is great fun, but she can be a bit intimidating at first, especially if you haven’t gotten a grasp of her important abilities such as Other Side yet. In the beginning you shouldn’t worry too much about your match ups and team compositions, just try to get a feeling for how her ability works in tandem with your teammates abilities. Despite the nerfs I still feel that she remains one of the best supports in the game – at least for 3v3.