EARLY
- High-Velocity Rounds800
- Extra Health800
- Quicksilver Reload1,600
- Extra Stamina800
- Swift Striker1,600
- Extra Spirit800
MID
- Fortitude3,200Extra Health → Fortitude
- Stamina Mastery3,200Extra Stamina → Stamina Mastery
- Burst Fire3,200
- Hunter's Aura3,200
- Improved Spirit1,600Extra Spirit → Improved Spirit
- Extended Magazine800
- Titanic Magazine1,600Extended Magazine → Titanic Magazine
- Ricochet6,400
- Mercurial Magnum6,400Quicksilver Reload → Mercurial Magnum
LATE
- Vampiric Burst6,400
- Weakening Headshot1,600
- Crippling Headshot6,400Weakening Headshot → Crippling Headshot
- Boundless Spirit6,400Improved Spirit → Boundless Spirit
- Glass Cannon6,400Sell High-Velocity Rounds → Glass Cannon
- Silencer6,400Sell Swift Striker → Silencer
Situational
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 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 concentrated gunfire kills you while you are trying to shoot back. 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 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 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 spirit damage kills you before you can attack again or escape. 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 removable slows, silences, lingering damage, or other debuffs keep disrupting your fights. Dispel Magic clears 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 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.


































