EARLY
- Mystic Burst800
- Quicksilver Reload1,600Imbue: Scorn
- Sprint Boots800
- Mystic Expansion800Imbue: Scorn
- Trophy Collector1,600Sprint Boots → Trophy Collector
- Cold Front1,600
- Extra Spirit800
- Improved Spirit1,600Extra Spirit → Improved Spirit
MID
- Torment Pulse3,200
- Tankbuster3,200Mystic Burst → Tankbuster
- Duration Extender1,600Imbue: Combo
- Compress Cooldown1,600Imbue: Combo
- Superior Cooldown3,200Compress Cooldown → Superior Cooldown
- Phantom Strike6,400
- Superior Duration3,200Duration Extender → Superior Duration
- Mystic Vulnerability1,600
- Extra Health800
- Fortitude3,200Extra Health → Fortitude
LATE
- Greater Expansion3,200Mystic Expansion → Greater Expansion
- Boundless Spirit6,400Improved Spirit → Boundless Spirit
- Escalating Exposure6,400Mystic Vulnerability → Escalating Exposure
- Transcendent Cooldown6,400Superior Cooldown → Transcendent Cooldown
- Quicksilver Reload1,600SellImbue: Scorn
- Spirit Resilience3,200
- Cold Front1,600Sell
- Spirit Burn6,400
Situational
Buy this when an enemy is using a long ability outside your reach and a stun could interrupt it. 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 get close enough. 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 a slow, silence, or lingering damage effect stops you from approaching an enemy. 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 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 enemy gunfire kills you while you are trying to hold an enemy in place. Activate Metal Skin before you begin holding the enemy in place 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 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 one enemy repeatedly survives or escapes by using protective abilities and items. Use Cursed Relic on that enemy to interrupt them, prevent ability use, gunfire, and item use, and remove non-ultimate buffs. Your own damage is reduced while the curse lasts, so make sure your teammates can help take advantage of it.





































