EARLY
- Extra Charge800
- Mystic Burst800
- High-Velocity Rounds800
- Extra Spirit800
- Hollow Point3,200
- Extra Stamina800
- Mystic Expansion800Imbue: Charged Shot
- Improved Spirit1,600Extra Spirit → Improved Spirit
MID
- Rapid Recharge3,200Extra Charge → Rapid Recharge
- Tankbuster3,200Mystic Burst → Tankbuster
- Stamina Mastery3,200Extra Stamina → Stamina Mastery
- Greater Expansion3,200Mystic Expansion → Greater ExpansionImbue: Charged Shot
- Boundless Spirit6,400Improved Spirit → Boundless Spirit
- Mystic Vulnerability1,600
- Compress Cooldown1,600Imbue: Charged Shot
- Superior Cooldown3,200Compress Cooldown → Superior Cooldown
LATE
- Escalating Exposure6,400Mystic Vulnerability → Escalating Exposure
- Transcendent Cooldown6,400Superior Cooldown → Transcendent Cooldown
- Mystic Reverb6,400Imbue: Charged Shot
- Spirit Burn6,400
- Weakening Headshot1,600
- Crippling Headshot6,400Weakening Headshot → Crippling Headshot
- High-Velocity Rounds800Sell
- Hollow Point3,200Sell
- Glass Cannon6,400
- Extra Spirit800
- Surge of Power3,200Extra Spirit → Surge of PowerImbue: Charged Shot
Situational
Buy this when one full round of your abilities is not enough to finish an important fight. Refresher resets your hero ability cooldowns and restores their charges, letting you use them again without waiting for their normal cooldowns. Use it after the abilities you need again have gone on cooldown.
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 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 a predictable burst of damage kills you in the air or as you land. 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 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 gun-focused enemy reaches you in the air or as you land. 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 a slow or lingering damage effect keeps you in danger after you land. 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 an airborne enemy is difficult to stop with your usual attacks or abilities. 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 repeated spirit damage kills you before you can move to safety. Spirit Resilience reduces spirit damage automatically at any health level and gives you extra spirit resistance while you are below half health.
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.







































