EARLY
- Mystic Burst800
- Extra Spirit800
- Sprint Boots800
- Mystic Vulnerability1,600
- Improved Spirit1,600Extra Spirit → Improved Spirit
- Compress Cooldown1,600Imbue: Gloom Bombs
- Extra Stamina800
- Bullet Lifesteal1,600
MID
- Trophy Collector1,600Sprint Boots → Trophy Collector
- Tankbuster3,200Mystic Burst → Tankbuster
- Superior Cooldown3,200Compress Cooldown → Superior Cooldown
- Arctic Blast6,400
- Stamina Mastery3,200Extra Stamina → Stamina Mastery
- Spirit Lifesteal1,600
- Spirit Resilience3,200
LATE
- Boundless Spirit6,400Improved Spirit → Boundless Spirit
- Escalating Exposure6,400Mystic Vulnerability → Escalating Exposure
- Transcendent Cooldown6,400Superior Cooldown → Transcendent Cooldown
- Leech6,400Bullet Lifesteal + Spirit Lifesteal → Leech
- Mystic Reverb6,400
- Spirit Burn6,400
- Witchmail6,400
Situational
Buy this when slows, silences, or lingering damage stop you from attacking or escaping. Dispel Magic removes non-ultimate negative effects from you. If it removes an effect, it also heals you and briefly increases your movement speed. You cannot activate it while stunned or asleep.
Buy this when a predictable burst of damage kills you before you can carry out your attack. Activate Ethereal Shift before that damage lands to become briefly untargetable and invincible. You cannot attack, cast, or use items during it, and activating it cancels any ability you are already using. Use the brief protection to survive the hit, then be ready to act when it ends.
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 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.
Buy this when enemy gunfire kills you while you are attacking at close range. Activate Metal Skin before that burst lands to become briefly immune to bullets, giving you time to keep attacking or retreat. You move more slowly and your ground dashes cover less distance while it is active. It does not protect you from spirit damage.
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 you need another way to enter, escape, or take a better position. Warp Stone teleports you a short distance straight ahead and briefly gives you Bullet Resist. Aim toward where you want to move before activating it; you do not need an enemy target.
Buy this when an enemy keeps using a movement ability to escape your close-range attack. 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.



































