EARLY
Keep the opening affordable: Spirit for scaling effects, stamina and health for survival, then Threadsap charge access and brew cooldown. Improved Spirit is the first damage upgrade. A problem-specific defensive purchase can take priority when the lane demands it.
- Extra Spirit800
- Extra Stamina800
- Extra Health800
- Mystic Expansion800Imbue: Baba's Brew
- Spirit Lifesteal1,600
- Extra Charge800
- Compress Cooldown1,600Imbue: Baba's Brew
- Improved Spirit1,600Extra Spirit → Improved Spirit
MID
Turn the starter components into reach, mobility, durability, and repeated casting. Arcane Surge consumes the first Extra Stamina; the later Extra Stamina is a new purchase for Stamina Mastery. Keep a useful brew prepared between fights.
- Mystic Vulnerability1,600
- Duration Extender1,600Imbue: Baba's Brew
- Greater Expansion3,200Broadens your spell coverage so a useful angle can reach more of the fight.Mystic Expansion → Greater Expansion
- Arcane Surge1,600A dash-jump prepares a stronger next spell. Spend the proc on the cast you intend to improve.Extra Stamina → Arcane Surge
- Extra Stamina800
- Stamina Mastery3,200Improves access to evasive and aerial movement, especially valuable from Baba's two-stamina starting point.Extra Stamina → Stamina Mastery
- Superior Cooldown3,200Compress Cooldown → Superior Cooldown
- Fortitude3,200Adds health and recovery between fights so you can return to an objective after trading.Extra Health → Fortitude
- Bullet Resilience3,200Covers sustained gun pressure that Baba's innate Spirit resistance does not answer.
- Rapid Recharge3,200Adds repeat access to Threadsap and improves its charge recovery.Extra Charge → Rapid Recharge
- Superior Duration3,200Extends eligible buffs and debuffs, including the brew's effects and stolen-Spirit window.Duration Extender → Superior Duration
LATE
Escalating Exposure rewards repeated damage on a reachable enemy. Boundless Spirit and Infuser strengthen the committed damage window, while Spirit Burn adds pressure against healing. Finish the cooldown line once the rest of the kit is established.
- Escalating Exposure6,400Repeated Spirit damage builds pressure on a target who stays in the fight.Mystic Vulnerability → Escalating Exposure
- Boundless Spirit6,400Strengthens scaling spell effects, Threadsap's added bullet damage, and Baba's innate Spirit resistance.Improved Spirit → Boundless Spirit
- Infuser6,400Its active adds Spirit and Spirit lifesteal for a committed damage window; use it while you can still act.Spirit Lifesteal → Infuser
- Spirit Burn6,400Adds damage over time and healing reduction once enough Spirit damage reaches a hero.
- Transcendent Cooldown6,400Makes the full kit and active items available more often for the next engagement.Superior Cooldown → Transcendent Cooldown
Situational
When healing lets an enemy survive repeated exchanges, apply healing reduction with your Spirit damage and help your team finish the same target. It reduces recovery; it does not remove a barrier.
When enemy spells still cut through your health, add Spirit resistance so you have time to reposition and cast again. Baba's innate resistance does not make her immune to Spirit damage.
When a gun user wins the fight during one short burst, activate bullet immunity before that burst connects and use the window to reach cover. Spirit damage remains a threat.
When removable slows or other lingering effects keep you trapped, use the cleanse to regain a useful position. It cannot remove every effect, and it cannot be activated while you are stunned or asleep.
When stuns, silence, or similar disables repeatedly stop your engagement, activate protection before they land. It cannot be activated while you are stunned or asleep.
Buy this when you need help reaching cover or a better firing position. Choose your destination and use Warp Stone before the enemy disables you.
Buy this when an airborne enemy stays out of reach or a long channel keeps deciding fights. Cast early and use cover during the delay; the stun must land while your team can follow up.
When damage is about to land and no safe exit is available, the invulnerability can buy time for help. You cannot act while shifted, and activating it cancels your active ability.
When repeated escapes prevent your team from finishing a target, restrict movement abilities and narrow the escape route. Do not treat movement silence as a stun or assume it removes stamina dashes.
When heavy Spirit hits are the repeated source of pressure, its defensive stats and cooldown response can help you recover your next spell. The cooldown reduction selects an ability rather than guaranteeing the one you want.
When a reachable teammate needs protection and your current tools cannot cover the timing, apply the barrier before the damage arrives. A barrier is temporary protection, not restored health.
When a durable enemy repeatedly heals through pressure, apply the active to reduce recovery and add damage over time while your team follows up. Its damage over time cannot deliver the killing blow.




































