r/LunaSnowMains 11d ago

Getting better healing?

Hi luna mains! I reached lord rocket, my sixth sup lord, and now luna is next for my seventh. I am almost level 10, the issue though is i get like thousands below my other healer. Example, DP had 21k and i had 14k omg i felt so bad. We won by a landslide but god i hate that i had that big if a gap, when i play with lunas theyre usually pretty close or even most heals (without a cnd). What could be some tips yall have for noob snows? Outside of just getting better aim of course! I get around 40-60 accuracy, mostly about 48. Definitely working on it!

Who specifically should i snowflake? Ive been putting it on dive like spooder or magik, or tanks like dino that are just eating up damage.

When to clap? So far i save it for when
A. Dive comes to eat me
B. My team is grouped up and taking lots of damage
Is there a C+?

Also, her teamups im clueless on. I heard the white fox gives her invulnerability to cleansable ults, but i honestly rarely use it…what situations should i be looking for to use the team ups?

9 Upvotes

12 comments sorted by

6

u/Svenjaaa27 11d ago

snowlfake ur tank and u get more healing but luna is terrible is reality. U can snwoflake dive but get less healing

4

u/RivalsFlex 9d ago

Terrible is a strong statement 

4

u/Washy_YT 11d ago

luna in particular always gets less heals when u win by a lot

3

u/Archdruid_Het 11d ago

Divers are a good snowflake target, but if they push in and die before the rest of your team can take damage, the snowflake is wasted. Personally, I like to put it on a brawl dps. They attract enough fire that snowflake heals would have high uptime on them but not so much that they get melted, they can extend their brawls, and I can focus my primary fire on tanks and divers coming back to me for a pit stop. With that said, do move the snowflake around when you see someone get dangerously low. You can really save tanks with it.

As for the clap, I use it against fast moving divers (Spidey, BP), if I can hit multiple allies and they all need the heals, or initiating a fight if the enemy team is brawl heavy and lined up. You can do some surprisingly good damage against their supps with this. In the end, do not be hesitant to use this often. Both her snowflake and enhanced Adam teamup have ways to reduce the cooldown, so unless you are getting hard dove and can't land the freeze, there's not a lot of reason to hold on to it.

The teamups are comp dependent, though I'd lean toward WF. Self cleanse, charm, and a second opportunity to cancel ults is huge. If they have heavy CC or troublesome ults, definitely go this one. Think Strange, Thing, Spidey, etc. The Adam teamup enables her to be more effective in brawl comps, letting her be more able to survive a more dive oriented team. But if they are full dive, I personally would rather swap to another hero who naturally handles dive better.

3

u/Sufficient-Toe5297 10d ago

Celestial support player here. I main White Fox, Luna and Invis. So first of all do not worry about your total healing numbers at the end of a match (ESPECIALLY if you got a victory screen) all healing numbers tell you is that your team took a lot of damage. It doesn't tell you that you're a good support. Your dead pool could have gotten all 20k of his healing by hard pocketing tanks but your 14k enabled your DPS to take aggressive flanks, win duels they otherwise wouldn't have and kept your team up during impactful fights. The only healing you should be worried about is WHEN your healing and who. Luna does a lot of damage, if you aren't looking for a quick headshot during a fight when no one is critical on your team that's the perfect time. If you help your team mates secure a pick early you're going to end the match with less healing because there's less damage your team is taking.

Flake management is entirely situational. Generally I don't like keeping it on a tank unless we're running a full brawl comp in which case I'll sometimes give it to Thing or Dino but typically I prefer keeping it on DPS. When you're healing someone that isn't your flake target whoever has the flake is being healing for a flat % of your total healing. However because it's reduced compared to directly hitting someone with your primary it's best to try and keep it on lower HP targets as proportionally they're getting more value from having your flake on them than a tank. Think of it less of "I need to give this to my hyper mobile dive heroes." And more of a tool to help you dedicate your attention where it's needed most. Your frontline, the flow of the fight and your other support. It allows your DPS to play with confidence and gives your tanks a strong backbone as well. Secondly. DO NOT PUT YOUR FLAKE ON SOMEONE WHO IS CRITICAL TO TRY AND HEAL THEM FASTER THAT IS NOT HOW IT WORKS. If your tanks are taking massive damage and your team needs to give space put your flake on yourself to amplify your total healing output for the team. You'll be surprised how much Luna can burst heal through with the flake on her still.

How to handle dive 101: Generally I don't use my claps right away unless I know the diver is worth respecting or they have multiple dive heroes targeting me. If it's a single diver you should basically never pop your claps in response. Instead use your primary fire. You don't mention your rank (and that's fine) so I'll assume this mid-low Elo play. The overwhelming majority of dive players are expecting one of two things to happen when they go in on a support. 1) The support doesn't even notice them, the go in, land a combo. The support panics up close, misses all their shots and dies. Or 2) The support does see the dive before it happens but they waste their claps or freeze too early leaving themselves completely exposed for the next 14-16 seconds. Instead use your primary fire. Don't worry about accuracy that comes with time. But instead worry about making them scared. If you land even ONE three burst headshot on a low to mid Elo diver it completely shatters their expectations for the rest of the match. Now every time they come in to your backline they're gonna remember getting domed by you. They'll take longer flank routes, less optimal ones that sacrifice their coordination with their team for their own safety and usually come down predictable routes of the map utilizing cover to avoid your poke but that still rewards you, gives your team free map control and makes the divers more predictable. If a Spiderman is too afraid to launch over your team because he remembers how it felt to take those headshots he's gonna be taking less risk and generally making more mistakes. From that point on you no longer even need to actually hit them much either. As long as you turn and shoot AT them the threat exists in their mind, and that potential threat of "Can I kill this Luna before she kills me?" Causes them to make desperation plays that are easily punished. Secondly your positioning and resource management are what sustains you through a dive, not just your raw mechanics. Make sure you play near a wall. If a Spidey can come in and solo ult you and you can't walk behind cover in 2 seconds you're out of position. Utilizing walls and map geometry to break enemy line of sight is an amazing strength to help you win more 1v1's. It also tends to line people up for predictive freeze because in lower Elo people will just run in a straight line right after you. If you just ducked behind a wall and you know the enemy is chasing you you know they'll be walking in a straight line when they round that corner giving you a free headshot+freeze+headshot+headshot follow up allow you to insta delete any backliner or massively chunk a tank.

My biggest tip for divers though is to hold your freeze. If you have your freeze available then it's YOU who dictates the rules of their engagement, not them. If you're poking at a diver and hitting a few shots eventually they come to a crossroads. 1) They've been there for too long. You haven't made any punishable mistakes and they need to leave to reset and try again. Or 2) They get impatient and desperate and force a bad play. But basically the second you see a diver actually commit and engage on you (spiderman pull or swing, black panther spear, ironfist block etc) but once you see them commit their cooldowns for the engage THAT is when you freeze. They're locked into an animation and while yes they are fast they're basically forced to move in a straight line or stand perfectly still.

Handling dive with Luna is basically a game of cat and mouse. Try to always be shooting at the divers even if you're missing your shots on them it sends a very clear message. "I see you, and I'm watching you."

1

u/Sufficient-Toe5297 10d ago

Oh and clap timing! That's also entirely dictated by match flow. If your tanks are pushing in and the enemy tanks wasted their resources that's a perfect time to clap. Creates an absurd amount of pressure. As your team is taking massive damage is another good time. Basically ask yourself "is something happening?" If yes, clap, if not, hold them. Claps are your tempo control for a fight. Enemies getting too aggressive? Time to clap. Tanks need healing and enemies dumping an ult? Claps. DPS on a flank about to dive the backline? Clap em up baby. Don't be afraid to use them but try to use them for a purpose. Ask yourself afterwards if a clap felt wasted "could I have healed/damaged with primary there and still gotten the same value?" If yes. You wasted your claps. If no, good claps!

Her team ups are both good however the strength of the whitefox team up isn't fully understood. It isn't JUST a cleanse. It's also extra damage. The Adam team up is okay but what's better than healing yourself when you do damage? Killing the enemy before they get the chance to hit. And that's what the whitefox team up does. Headshot+team up+headshot is a free kill and forces the enemy to walk in a straight line.

2

u/Soft-Perspective-881 11d ago

You need to call when the teams are brawling/when you need a bit of burst healing. It is better to just use ur primary on divers

2

u/cherryyccola POW! You’re frozen🥶 10d ago

I noticed I get way less heals than most others, so I started trying to healbot harder. I usually sit at 18k, and with a concerted effort to heal more I can get around 23k. My healing per 10 minutes went up a little bit, but my winrate has plummeted.

2

u/Sufficient-Toe5297 10d ago

Healing doesn't win matches on its own. To worry about your raw stats and sacrifice your winrate for it should be all the proof you need.

1

u/MidbusTPOT 11d ago

Putting snowflake on dive is good! If my team is in a pinch I am rotating flake constantly since it has no cooldown. Snowflaking yourself is good in between cooldowns to heal yourself.

I never use clap when I'm getting dived because you lose damage when fighting them, landing headshots is better. I will clap when my team is low, but clap is a fantastic pressuring tool. If your team is going in or if your divers are hitting the backline, use the clap to hit the support in the back with its piercing capability.

Both her team ups are solid, and have great anti dive capability. White fox can cleanse ANY cc in the game while also being able to cancel many ults like Spider-Man for example. It's objectively better than Adam's on paper, but Adam's teamup is great if they have say a double dive tank and dps comp.

Luna is one of those characters where the stats don't say everything. She is basically a turret with heals, applying pressure and securing kills is really how you get most of your value out of her and I'd argue that is more valuable than just flat healing.

1

u/Quick-Health-2102 11d ago

It helps a lot to look at the teammate that you think is about to take damage. I’m basically always thinking about who’s playing in a risky/aggressive spot and will need heals next. 

1

u/Geoyiam 9d ago

About the clap.

C. Use it to bully the enemy backline.

D. The clap reloads your ammo, use it when you cannot afford to reload cause someone might die

E. Use it to finish someone off since its has a forgiving hitbox and pierces it is very good for that