EARLY
- Extra Health800
- Extended Magazine800
- Swift Striker1,600
- Quicksilver Reload1,600Imbue: Sleep Dagger
- Extra Stamina800
MID
- Active Reload1,600
- Burst Fire3,200
- Fortitude3,200Extra Health → Fortitude
- Titanic Magazine1,600Extended Magazine → Titanic Magazine
- Capacitor6,400
- Extra Spirit800
- Surge of Power3,200Extra Spirit → Surge of PowerImbue: Sleep Dagger
- Ricochet6,400
LATE
- Vampiric Burst6,400
- Mercurial Magnum6,400Quicksilver Reload → Mercurial MagnumImbue: Sleep Dagger
- Extra Stamina800Sell
- Silencer6,400
- Weakening Headshot1,600
- Crippling Headshot6,400Weakening Headshot → Crippling Headshot
Situational
Buy this when an enemy keeps escaping with movement abilities or movement items before you can finish them. Slowing Hex slows the target and temporarily prevents those movement tools. It does not stop ordinary stamina dashes, so you still need to stay close enough to follow.
Buy this when one predictable enemy ability keeps stopping your kill attempt, such as a stun or damaging spell 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 spirit damage from enemy abilities or other effects is killing you before you can finish an enemy or escape. Spirit Resilience reduces that damage automatically at any health level and gives you extra spirit resistance while you are below half health.
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 removable slows, damage-over-time effects, silences, or other debuffs keep disrupting your fights. Dispel Magic clears non-ultimate negative effects from you so you can resume moving and attacking. Removing an effect also heals you and grants movement speed. You cannot activate it while stunned or asleep.
Buy this when enemies have enough bullet resistance that your shots deal much less damage. Armor Piercer gives your bullets a chance to ignore that resistance and pierce through enemies. That effect is a chance on each bullet, not a guarantee that every shot ignores their protection.
Buy this only when you are ahead and can keep dealing damage from positions enemies struggle to punish. Glass Cannon gives you a large weapon-damage increase but reduces your maximum health. Hero kills add fire-rate stacks, and dying removes one stack. Reassess the purchase if enemies begin reaching and killing you reliably.
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 one large hit of spirit damage kills you before you can finish attacking or escape. 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 one enemy survives your gunfire, keeps healing, and continues to deal heavy damage. Your bullets build up an effect that reduces the enemy's damage and healing. Keep landing shots on that enemy to trigger it; the reduction is not guaranteed on the first bullet.
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 one enemy is taking over fights and keeps escaping whenever your team tries to kill them. Cursed Relic interrupts the target, silences and disarms them, blocks their item use, and removes non-ultimate buffs. Coordinate your team's follow-up during that window: your own damage output is reduced while the curse lasts.
Buy this when enemy gunfire kills you before you can finish attacking or escape. 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.




































