EARLY
- Close Quarters800
- Extended Magazine800
- Extra Stamina800
- Extra Health800
- Rapid Rounds800
- Bullet Lifesteal1,600
- Sprint Boots800
- Enduring Speed1,600Sprint Boots → Enduring Speed
- Duration Extender1,600Imbue: Rule, Ratannia!
- Compress Cooldown1,600Imbue: Rule, Ratannia!
MID
- Point Blank3,200Close Quarters → Point Blank
- Escalating Resilience3,200Extended Magazine → Escalating Resilience
- Burst Fire3,200Rapid Rounds → Burst Fire
- Fortitude3,200Extra Health → Fortitude
- Stamina Mastery3,200Extra Stamina → Stamina Mastery
- Hunter's Aura3,200
- Superior Cooldown3,200Compress Cooldown → Superior Cooldown
- Superior Duration3,200Duration Extender → Superior Duration
LATE
- Witchmail6,400
- Vampiric Burst6,400Bullet Lifesteal → Vampiric Burst
- Extra Health800
- Colossus6,400Extra Health → Colossus
- Juggernaut6,400Enduring Speed → Juggernaut
- Transcendent Cooldown6,400Superior Cooldown → Transcendent Cooldown
Situational
Enemy healing keeps undoing the damage your team deals. Your Spirit damage applies healing reduction, helping your team finish the target.
Buy this when sustained healing keeps an enemy alive and you can keep landing bullets. Your gunfire builds up a bleed that reduces their healing.
Buy this when Spirit damage cuts through your health before you can keep fighting. Its resistance protects your health, but does not strengthen Royal Pestments’ barrier.
Buy this when concentrated gunfire kills you during a short, dangerous window. Activate it before the burst for brief bullet immunity; it does not stop Spirit damage.
Buy this when enemy disables prevent you from fighting through an important engagement. Activate it before the disable lands; you cannot use it while stunned or asleep.
Buy this when removable slows or lingering effects keep you from repositioning. Dispel Magic removes non-ultimate negative effects and heals you if it removes one. Use it before you are stunned or asleep.
Buy this when you need help reaching cover or a better firing position. Choose your destination and use Warp Stone before the enemy disables you.
Buy this when an enemy uses abilities to escape or fight back while you shoot them. Keep landing bullets on that enemy to build a silence.
Buy this when a target is difficult to reach and a delayed stun would give your team time to follow up. It takes time to land, so it is not an immediate save.
Buy this when your team is fighting together and needs more help pushing forward. Its aura protects nearby allies from bullets, while the active helps the group move and fire faster.
Buy this when a durable enemy keeps surviving your team’s damage. Headshots reduce their Bullet Resist, Spirit Resist, and healing.







































