EARLY
- Extended Magazine800
- Extra Health800
- Extra Stamina800
- Swift Striker1,600
- Bullet Lifesteal1,600
- Extra Spirit800
- Sprint Boots800
MID
- Titanic Magazine1,600Extended Magazine → Titanic Magazine
- Fortitude3,200Extra Health → Fortitude
- Stamina Mastery3,200Extra Stamina → Stamina Mastery
- Improved Spirit1,600Extra Spirit → Improved Spirit
- Enduring Speed1,600Sprint Boots → Enduring Speed
- Burst Fire3,200
- Hunter's Aura3,200
- Spirit Lifesteal1,600
- Leech6,400Bullet Lifesteal + Spirit Lifesteal → Leech
LATE
- Ricochet6,400
- Boundless Spirit6,400Improved Spirit → Boundless Spirit
- Weakening Headshot1,600
- Crippling Headshot6,400Weakening Headshot → Crippling Headshot
- Extra Health800
- Colossus6,400Extra Health → Colossus
- Juggernaut6,400Enduring Speed → Juggernaut
- Vampiric Burst6,400Sell Swift Striker → Vampiric Burst
Situational
Buy this when a teammate needs healing and a way back toward safety. Use Rescue Beam on them to heal both of you, then pull them toward you once while the beam is active. Choose a safe position for that pull; you can also use the item on yourself when you need the healing.
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 slows, silences, or lingering damage stop you from using your abilities or helping teammates. 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 enemy gets close and their gunfire forces you to stop attacking to defend yourself. 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 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 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 gunfire makes it difficult for nearby teammates to stay in the fight. Heroic Aura gives nearby allies bullet resistance automatically while they remain close to you. Its active effect instead temporarily gives you and nearby allies movement speed and fire rate, helping you move or attack together.
Buy this when enemies keep healing back the damage you deal with your gun. Toxic Bullets makes your shots build up a bleed that deals damage over time and reduces healing once it starts. You must land enough shots on the enemy to trigger the bleed before its healing reduction begins.
Buy this when spirit damage kills you before you can keep shooting and helping your team. Spirit Resilience reduces spirit damage automatically at any health level and gives you extra spirit resistance while you are below half health.





































