EARLY
- Mystic Burst800
- Spirit Strike800
- Sprint Boots800
- Extra Spirit800
- Trophy Collector1,600Sprint Boots → Trophy Collector
- Improved Spirit1,600Extra Spirit → Improved Spirit
MID
- Spirit Snatch3,200Spirit Strike → Spirit Snatch
- Tankbuster3,200Mystic Burst → Tankbuster
- Compress Cooldown1,600Imbue: Sticky Bomb
- Superior Cooldown3,200Compress Cooldown → Superior Cooldown
- Veil Walker3,200
- Spirit Resilience3,200
LATE
- Boundless Spirit6,400Improved Spirit → Boundless Spirit
- Echo Shard6,400Imbue: Sticky Bomb
- Mystic Reverb6,400Imbue: Sticky Bomb
- Transcendent Cooldown6,400Superior Cooldown → Transcendent Cooldown
- Spirit Burn6,400
- Witchmail6,400
- Grit800
- Reactive Barrier1,600Grit → Reactive Barrier
- Indomitable6,400Reactive Barrier → Indomitable
Situational
Buy this when you cannot move into a useful position for a hook or get away when enemies turn on you. Warp Stone teleports you a short distance straight ahead. Aim toward where you want to move before activating it; you do not need an enemy target.
Buy this when an enemy uses a movement ability to escape after you hook them. Slowing Hex slows the enemy and temporarily prevents them from using movement abilities and movement items. It does not stop them from spending stamina on ordinary dashes, so you still need to stay close enough to follow them.
Buy this when enemy disables keep stopping you from fighting. Activate Unstoppable before they land to protect yourself from stuns, silences, sleeps, roots, and disarms. You cannot use it while already stunned or asleep.
Buy this when concentrated enemy gunfire keeps killing you during a short, dangerous window. Activate Metal Skin before the burst lands for a brief period of bullet immunity. Your movement is slower and your ground dashes are shorter while it is active, and it does not protect you from Spirit damage.
Buy this when several enemies keep using abilities to escape or fight back after your team catches them. Aim Silence Wave through those enemies to briefly prevent them from casting abilities. Use it before the abilities you want to stop begin; silence does not interrupt a channel that is already running.
Buy this when an airborne enemy is hard for you to stop, or an enemy is using a long ability that a stun can interrupt. Knockdown stuns the target after about two seconds and stuns airborne targets for longer. Cast it early enough for the stun to arrive while you can still follow up; it cannot provide an immediate interrupt or stop every ability.
Buy this when enemy healing keeps undoing the damage you deal. Healbane applies healing reduction when you deal Spirit damage, making it harder for enemies to recover while you and your team keep pressure on them.

































