EARLY
- Extra Regen800
- Headshot Booster800
- Extra Charge800
- Mystic Expansion800Imbue: Singularity
- Extra Spirit800
- Mystic Burst800
- Extra Stamina800
- Headhunter3,200Headshot Booster → Headhunter
- Recharging Rush1,600
- Healing Booster1,600Extra Regen → Healing Booster
- Improved Spirit1,600Extra Spirit → Improved Spirit
- Mystic Vulnerability1,600
MID
- Rapid Recharge3,200Extra Charge → Rapid Recharge
- Tankbuster3,200Mystic Burst → Tankbuster
- Arcane Surge1,600Extra Stamina → Arcane Surge
- Compress Cooldown1,600Imbue: Singularity
- Superior Cooldown3,200Compress Cooldown → Superior Cooldown
- Boundless Spirit6,400Improved Spirit → Boundless Spirit
- Mystic Reverb6,400Imbue: Kinetic Pulse
- Warp Stone3,200
LATE
- Greater Expansion3,200Mystic Expansion → Greater Expansion
- Transcendent Cooldown6,400Superior Cooldown → Transcendent Cooldown
- Escalating Exposure6,400Mystic Vulnerability → Escalating Exposure
- Spirit Burn6,400Sell Healing Booster → Spirit Burn
- Witchmail6,400Sell Headhunter → Witchmail
Situational
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. Use it early enough for the stun to arrive while that ability is still running; it cannot stop a cast immediately or interrupt every ability.
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 a slow, silence, or lingering damage effect stops you from moving or using your abilities. 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 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 an enemy uses a movement ability to escape before your team can finish 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 one large hit of spirit damage kills you before you can keep using your abilities. Spellbreaker provides spirit resistance, and while its passive effect is ready it greatly reduces the next individual spirit hit large enough to trigger it. That extra protection then goes on cooldown; repeated small hits do not trigger it. You do not need to activate the item.
Buy this when your team needs another way to gather nearby enemies together. Throw Vortex Web into the group to pull enemies into a small area and apply Slowing Hex, making it harder for them to leave with movement abilities or items. Your team still needs to follow up on the pull.
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 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.







































