EARLY
- Extra Charge800
- Extra Spirit800
- Extra Stamina800
- Mystic Burst800
- Extra Health800
- Compress Cooldown1,600Imbue: Captivating Read
- Mystic Expansion800Imbue: Captivating Read
- Duration Extender1,600Imbue: Captivating Read
MID
- Improved Spirit1,600Extra Spirit → Improved Spirit
- Rapid Recharge3,200Extra Charge → Rapid Recharge
- Stamina Mastery3,200Extra Stamina → Stamina Mastery
- Tankbuster3,200Mystic Burst → Tankbuster
- Fortitude3,200Extra Health → Fortitude
- Superior Cooldown3,200Compress Cooldown → Superior CooldownImbue: Captivating Read
- Greater Expansion3,200Mystic Expansion → Greater ExpansionImbue: Captivating Read
- Mystic Vulnerability1,600
- Escalating Exposure6,400Mystic Vulnerability → Escalating Exposure
- Superior Duration3,200Duration Extender → Superior DurationImbue: Captivating Read
LATE
- Boundless Spirit6,400Improved Spirit → Boundless Spirit
- Transcendent Cooldown6,400Superior Cooldown → Transcendent CooldownImbue: Captivating Read
- Mystic Reverb6,400Imbue: Captivating Read
- Spirit Burn6,400
- Refresher6,400
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 one enemy keeps winning fights by continuing to shoot. Use Disarming Hex on them to temporarily stop their gunfire and reduce their bullet resistance, helping your team shoot them while they cannot shoot back. It does not prevent them from using abilities.
Buy this when one predictable enemy ability keeps stopping you from using your abilities or helping a teammate. 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 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 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 concentrated enemy gunfire kills you during a short, dangerous window. Activate Metal Skin before that burst lands to temporarily prevent bullet damage and give yourself time to use your abilities to protect teammates or stop an enemy. 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 spirit damage from enemy abilities or other effects is killing you before you can help your teammates. 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 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.
Buy this when a slow, silence, or lingering damage effect stops you from using your abilities. 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.





































