EARLY
- Mystic Burst800
- Extra Spirit800
- Extra Stamina800
- Extra Charge800
- Extra Health800
- Quicksilver Reload1,600Imbue: Flog
- Improved Spirit1,600Extra Spirit → Improved Spirit
MID
- Tankbuster3,200Mystic Burst → Tankbuster
- Stamina Mastery3,200Extra Stamina → Stamina Mastery
- Compress Cooldown1,600Imbue: Ground Strike
- Superior Cooldown3,200Compress Cooldown → Superior CooldownImbue: Ground Strike
- Mystic Expansion800Imbue: Death Slam
- Greater Expansion3,200Mystic Expansion → Greater ExpansionImbue: Death Slam
- Fortitude3,200Extra Health → Fortitude
- Rapid Recharge3,200Extra Charge → Rapid Recharge
LATE
- Warp Stone3,200
- Mystic Reverb6,400Imbue: Ground Strike
- Diviner's Kevlar6,400
- Boundless Spirit6,400Improved Spirit → Boundless Spirit
- Spirit Burn6,400
- Transcendent Cooldown6,400Superior Cooldown → Transcendent CooldownImbue: Ground Strike
- Mercurial Magnum6,400Quicksilver Reload → Mercurial MagnumImbue: Flog
Situational
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 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 spirit damage kills you after you land among enemies. 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 gunfire kills you as you land among them. 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 a predictable burst of damage kills you as you move into the fight. 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 your team needs more damage in the area where you are landing and fighting. Throw Alchemical Fire onto that area to create a patch of spirit damage that increases while it lasts and reduces enemies' bullet resistance. It is most useful when enemies remain in the area long enough for the damage to build.
Buy this when a slow or lingering damage effect keeps you trapped 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 enemy uses a movement ability to escape after you land on 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.




































