EARLY
- Extra Spirit800
- Mystic Burst800
- Quicksilver Reload1,600Imbue: Rake
- Extra Stamina800
- Extra Health800
- Mystic Expansion800Imbue: Rake
- Improved Spirit1,600Extra Spirit → Improved Spirit
- Grit800
- Reactive Barrier1,600Grit → Reactive Barrier
MID
- Stamina Mastery3,200Extra Stamina → Stamina Mastery
- Tankbuster3,200Mystic Burst → Tankbuster
- Spirit Shredder1,600
- Dispel Magic3,200
- Spirit Lifesteal1,600
- Greater Expansion3,200Mystic Expansion → Greater Expansion
- Fortitude3,200Extra Health → Fortitude
LATE
- Boundless Spirit6,400Improved Spirit → Boundless Spirit
- Bullet Lifesteal1,600
- Leech6,400Bullet Lifesteal + Spirit Lifesteal → Leech
- Indomitable6,400Reactive Barrier → Indomitable
- Mercurial Magnum6,400Quicksilver Reload → Mercurial MagnumImbue: Rake
- Spirit Rend3,200Spirit Shredder → Spirit Rend
- Spirit Burn6,400
- Spirit Lifesteal1,600
- Infuser6,400Spirit Lifesteal → Infuser
Situational
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 an enemy uses a movement ability to escape before you can finish attacking up close. 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.
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 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 several enemies keep using abilities to escape or fight back after your team catches them. Aim Silence Wave through those enemies to briefly prevent them from casting abilities. Use it before the abilities you want to stop begin; silence does not interrupt a channel that is already running.
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 you need extra damage and a slow during a close fight. Activate Cold Front to release an expanding blast that deals spirit damage and slows enemies it hits. Use it while enemies are close enough for the blast to reach them.
Buy this when repeated heavy spirit hits wear you down and you need your abilities available more often. Witchmail provides spirit resistance, and qualifying heavy hits reduce the time left on a random ability cooldown. Small damage ticks may not trigger that reduction, and you cannot choose which ability benefits.
Buy this when enemy gunfire kills you at close range despite your healing. 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 one large hit of spirit damage kills you before you can attack again at close range. 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.







































