EARLY
- Mystic Burst800
- Monster Rounds800
- Extra Regen800
- Restorative Locket1,600
- Cultist Sacrifice3,200Monster Rounds → Cultist Sacrifice
- Sprint Boots800
- Trophy Collector1,600Sprint Boots → Trophy Collector
- Extra Stamina800
- Mystic Expansion800Imbue: Affliction
MID
- Tankbuster3,200Mystic Burst → Tankbuster
- Compress Cooldown1,600Imbue: Flying Cloak
- Superior Cooldown3,200Compress Cooldown → Superior Cooldown
- Duration Extender1,600Imbue: Affliction
- Superior Duration3,200Duration Extender → Superior Duration
- Mystic Vulnerability1,600
- Stamina Mastery3,200Extra Stamina → Stamina Mastery
LATE
- Greater Expansion3,200Mystic Expansion → Greater Expansion
- Escalating Exposure6,400Mystic Vulnerability → Escalating Exposure
- Transcendent Cooldown6,400Superior Cooldown → Transcendent Cooldown
- Spirit Burn6,400
- Extra Spirit800
- Improved Spirit1,600Extra Spirit → Improved Spirit
- Boundless Spirit6,400Improved Spirit → Boundless Spirit
- Extra Regen800Sell
- Ethereal Shift6,400
- Restorative Locket1,600Sell
- Mystic Reverb6,400Imbue: Enchanter's Satchel
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 your attacks connect. 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 continues to trouble you after you try to escape. 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 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 enemies are ready to shoot you as your brief protection ends. 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 spirit damage kills you before you can escape. 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.
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 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.







































