Mental Herb
Cures the holder of Taunt, Encore and similar effects once.
Competitive value & risks
Protects supports from Taunt so they can set up utility.
Risks: Single use; situational.
Common users
What this item enables
Mental Herb is a utility item. Cures the holder of Taunt, Encore and similar effects once. Common users include amoonguss, grimmsnarl, whimsicott. Protects supports from Taunt so they can set up utility.
Best use cases
The best use cases for Mental Herb are the ones where its effect solves a specific problem. Ask what threat you want to survive, outspeed, or overpower, and whether the item's condition is easy to meet in your expected matchups. Items that trigger once are strongest when the opponent cannot easily strip them with Knock Off before they matter.
Trade-offs and risks
Every item has an opportunity cost. Mental Herb occupies the held-item slot, so compare it with alternatives in the same category. Single use; situational. If the item locks you into one strategy, make sure the rest of the team can still win when that strategy is countered.
How to compare it with other items
When comparing Mental Herb with similar items, look at consistency versus burst, passive value versus one-time value, and whether the effect helps on turn one or only later in the game. Defensive items usually reward careful positioning, while offensive items reward strong reads and speed control.
Related teams and tools
Find builds that use Mental Herb in the team database, or test your own version in the team builder.
Frequently asked questions
+Is Mental Herb good in VGC?
Protects supports from Taunt so they can set up utility.
+Who uses Mental Herb?
Common users include amoonguss, grimmsnarl, whimsicott.