EARLY
- Extra Regen800
- High-Velocity Rounds800
- Mystic Regeneration800
- Mystic Expansion800Imbue: Light Eater
- Suppressor1,600
- Healing Booster1,600Extra Regen → Healing Booster
- Radiant Regeneration3,200Mystic Regeneration → Radiant Regeneration
- Torment Pulse3,200
MID
- Greater Expansion3,200Mystic Expansion → Greater Expansion
- Extra Stamina800
- Stamina Mastery3,200Extra Stamina → Stamina Mastery
- Spirit Lifesteal1,600
- Mystic Vulnerability1,600
- Extra Spirit800
- Improved Spirit1,600Extra Spirit → Improved Spirit
- Witchmail6,400
LATE
- Spiritual Overflow6,400Spirit Lifesteal → Spiritual Overflow
- Escalating Exposure6,400Mystic Vulnerability → Escalating Exposure
- Compress Cooldown1,600Imbue: Light Eater
- Superior Cooldown3,200Compress Cooldown → Superior Cooldown
- Transcendent Cooldown6,400Superior Cooldown → Transcendent Cooldown
- Boundless Spirit6,400Improved Spirit → Boundless Spirit
- Healing Tempo6,400Healing Booster → Healing Tempo
- High-Velocity Rounds800Sell
- Spellslinger6,400
Situational
Buy this when enemies keep healing back your team’s damage. Deal Spirit damage to reduce their healing, then attack with your team while the effect lasts.
Buy this when an enemy uses movement abilities to leave the area you are attacking. 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 one enemy's spirit power and spirit resistance make them difficult to fight. Use Spirit Sap on that enemy to lower both, weakening abilities that benefit from spirit power and making your team's spirit damage more effective. Apply it before your team focuses spirit damage on them.
Buy this when slows, silences, or lingering damage force you away from a useful position. 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 one predictable enemy ability keeps stopping you or deciding the fight, especially a spell or stun you can see coming. While Counterspell is available, time your parry just before the ability hits to block its damage and effects. A successful spell parry also heals you and briefly grants movement speed and spirit power; buying the item alone does not block the spell.
Buy this when a predictable burst of damage kills you while you are holding a useful position. 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 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 sustained enemy gunfire makes it too dangerous to hold your position. Bullet Resilience reduces bullet damage automatically at any health level and gives you extra bullet resistance while you are below half health.





































