EARLY
- Extended Magazine800
- Extra Spirit800
- Extra Health800
- Mystic Expansion800Imbue: Mini Turret
- Compress Cooldown1,600Imbue: Mini Turret
- Bullet Lifesteal1,600
- Swift Striker1,600
MID
- Titanic Magazine1,600Extended Magazine → Titanic Magazine
- Improved Spirit1,600Extra Spirit → Improved Spirit
- Fortitude3,200Extra Health → Fortitude
- Greater Expansion3,200Mystic Expansion → Greater ExpansionImbue: Mini Turret
- Superior Cooldown3,200Compress Cooldown → Superior CooldownImbue: Mini Turret
- Spirit Lifesteal1,600
- Leech6,400Bullet Lifesteal + Spirit Lifesteal → Leech
- Mystic Vulnerability1,600
- Burst Fire3,200
LATE
- Escalating Exposure6,400Mystic Vulnerability → Escalating Exposure
- Boundless Spirit6,400Improved Spirit → Boundless Spirit
- Transcendent Cooldown6,400Superior Cooldown → Transcendent CooldownImbue: Mini Turret
- Ricochet6,400
- Weakening Headshot1,600
- Crippling Headshot6,400Weakening Headshot → Crippling Headshot
- Extra Health800
- Colossus6,400Extra Health → Colossus
- Heroic Aura3,200Sell Swift Striker → Heroic Aura
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 you are ahead and can keep shooting safely. Glass Cannon increases your weapon damage but lowers your maximum health, making you easier to kill.
Buy this when enemies keep healing back your team’s damage. Deal Spirit damage to reduce their healing, then attack with your team while the effect lasts.
Buy this when an enemy gets close and kills you with gunfire before you can fight 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 a slow, silence, or lingering damage effect stops you from defending yourself or retreating. 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 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 keep fighting from your position. 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.





































