Keeper Guide with Tips
By Banthanor.
Currently, this is the role with the lowest skill floor but the highest skill ceiling. Its super hard to get the hang of, but if you do get good at it, you are the most impactful player on the pitch.
Helpful Terms
- Strafe: Left/right/up/down movement. Not forward/back movement or any other specific type of movement.
- Dive: The keeper ability where the keeper jumps between goals based on the directional input of the player.
- Recenter: The keeper ability where the keeper quickly returns to the center point between their goals.
- X-X-X: This refers to a skill loadout where the first number is points put into Defense, second is points in Teamwork, and third is points in Attacking. Ex. 6-1-3 is 6 defense, 1 teamwork, and 3 attacking.
Brooms
Brooms are very confusing for keepers, but we have been given information directly from the devs about what stats affect what. Any other info is pure speculation and most likely wrong.
My Recommendations
- Firebolt: Best speed stats and good enough boost efficiency.
- Shooting Star: Slightly worse speed but better durability.
- Nimbus: All around good speed with good maneuver speed incase you dive (you shouldn’t).
Honorable Mention
Swiftstick: Best broom for dive keepers, but diving is bad, so don’t.
- Max Speed – Affects max speed of strafing (left/right/up/down movement) whether boosting or not.
- Boost Efficiency – Affects how quickly your boost drains when using any skill that uses boost (boost strafe, dive, free flight).
- Acceleration – Affects how quickly max speed is reached while strafing whether boosting or not.
- Max Health – Affects max health of your keeper. Each pip is one extra health point above 9 health points. Ex. 1 pip => 10 health, 2 pips => 11 health, etc.
- Health Regen – Affects how quickly lost health is regained.
- Stun Duration – Affects how long tackles and bludgers keep your keeper stunned. More pips means you stay stunned for a shorter time.
- Maneuver Speed – Affects speed of the Keeper Dive and Recenter. Does not affect any other type of movement.
- Drift Distance – No effect.
- Dodge Cooldown – No effect.
Skill Tree
For high-elo players, 6-1-3 and 6-2-2 are the only viable options. If you don’t care about min-maxing, go with whatever you want.
Defense
- Skills 1,3,5: Every little increase in autograb size is HUGE. You may not notice the changes right away, but your save rate with be higher.
- Skill 2: Absolutely meaningless because you should almost never use recenter or dive to backup.
- Skill 4: Absolutely meaningless unless you are facing a bad beater.
- Skill 6: This is the absolute best skill any of the keeper trees have to offer. The speed increase is massive.
Teamwork
- Skills 1,3,5: The cooldown decreases are good, but not amazing.
- Skill 2: The extra chaser speed is not super impactful because you rarely get tackled from people chasing you down. It’s always from the sides.
- Skill 4: More rings is the best upgrade in Teamwork, but it is still overshadowed by offerings from Defense and Attacking.
- Skill 6: The speed decrease is pretty mediocre because the opponents can just avoid the rings.
Attacking
- Skills 1,3,5: The extra damage is nice. I will get into the specifics of kick damage later.
- Skill 2: Amazing. Against good seekers, a Power Kick is the only type of kick you will be able to consistently land.
- Skill 4: Bad. Getting knockouts is easier, but it makes stopping goals much harder.
- Skill 6: Bad. Getting knockouts is easier, but it makes stopping goals much harder.
Playstyle
There are 3 ways to play keeper: dive, aggressive, and passive. Diving is when you stick to your hoops and use the keeper Dive mechanic to jump to the goal you think they will shoot at. Playing aggressive is pushing forward toward chasers and going for kicks, usually with the lunge kick and/or free flight. Both of these are bad no matter what.. I see people saying switching between these to play mind games is good. It is not. They are bad no matter what. The third playstyle, mine, is the passive playstyle where the goal is to purely focus on positioning and using the steal/autograb.
How to Play Passive
- Draw an imaginary triangle between the opposing chaser, the closest ring they can score on, and the middle point between your rings. Your keeper should always be inside that triangle
- The distance (forward/back) you want to position yourself is such that if the opposing chaser full speed boosts toward your rings, you would be able to back up such that you make it back to your rings at the same time as they do.
- The previous point is a bit complicated, so I will try to clarify here. You CANNOT let the opposing chaser get behind you, but you also don’t want to play far back or else you are playing as a dive keeper. Therefore, you must play as far out as you can while guaranteeing they cannot get behind you. The goal is to converge on the chaser as they reach your rings.
- Lastly, don’t kick ever
Helping With Seeker
You need to help seeker. losing 2 snitches is your fault too. it’s not just your seeker/beater’s fault.
How:
- As a keeper, you can get 2 kicks on a seeker every time they go around your rings. Once as they come toward you, once as they go away from you.
- As a chaser, you can punch the seeker no matter where they are on the field.
When:
- For the first snitch, unless your team is more than 30 points up or your seeker is winning the snitch by a lot, you need to do everything you can to help even if you let in a goal or two. Each snitch is a 60 point swing. It is more valuable than you ego as a keeper letting some goals in.
- For the second snitch, unless your team is down by more than 30 or up by more than 30, you need to do everything you can to help.
- Any other situation, unless you are actively stopping a goal or trying to score yourself, look for opportunities to kick/punch the seeker. Ex. After scoring, after getting scored on, after saving a goal and kicking the quaffle to midfield, etc.
FAQ
What is a Hero Kick?
It is the kick referred to by Skill 2 under the Attacking skill tree. It gives the quaffle protection from opponents for 4 seconds and creates a large damaging AOE around the keeper.
How do I get a Hero Kick?
It is very buggy, but the intention by devs is that you must start charging a kick before taking possession of the quaffle, then release the kick as a full charge kick after taking possession or hitting a loose quaffle. You can also get one by full charge kicking after being scored on.
How much damage do kicks do?
Uncharged kicks do 2 damage plus bonuses from skill points, charged kicks do 5 damage plus bonuses from skill points, and the Hero Kick AOE does 5 damage flat.
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