EARLY
- High-Velocity Rounds800
- Extra Health800
- Extra Stamina800
- Quicksilver Reload1,600
- Sprint Boots800
- Duration Extender1,600Imbue: Paradoxical Swap
- Hollow Point3,200
MID
- Fortitude3,200Extra Health → Fortitude
- Stamina Mastery3,200Extra Stamina → Stamina Mastery
- Enduring Speed1,600Sprint Boots → Enduring Speed
- Mercurial Magnum6,400Quicksilver Reload → Mercurial Magnum
- Superior Duration3,200Duration Extender → Superior Duration
- Warp Stone3,200
- Long Range1,600
- Sharpshooter3,200Long Range + High-Velocity Rounds → Sharpshooter
- Burst Fire3,200
- Hunter's Aura3,200
LATE
- Weakening Headshot1,600
- Crippling Headshot6,400Weakening Headshot → Crippling Headshot
- Vampiric Burst6,400
- Juggernaut6,400Enduring Speed → Juggernaut
- Glass Cannon6,400Sell Hollow Point → Glass Cannon
Situational
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 an airborne enemy is difficult to stop with your usual attacks or abilities. 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 shoot them after changing positions. 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 or lingering damage effect stops you from moving after changing positions. 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 turn their guns on you after you change position. 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 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 makes it too dangerous to stay in your new position. Spirit Resilience reduces spirit damage automatically at any health level and gives you extra spirit resistance while you are below half health.


































