EARLY
- Mystic Burst800
- Extra Spirit800
- Sprint Boots800
- Compress Cooldown1,600Imbue: Vexing Bolt
- Slowing Hex1,600
- Extra Stamina800
- Mystic Expansion800Imbue: Vexing Bolt
MID
- Trophy Collector1,600Sprint Boots → Trophy Collector
- Tankbuster3,200Mystic Burst → Tankbuster
- Improved Spirit1,600Extra Spirit → Improved Spirit
- Stamina Mastery3,200Extra Stamina → Stamina Mastery
- Vortex Web6,400Slowing Hex → Vortex Web
- Superior Cooldown3,200Compress Cooldown → Superior CooldownImbue: Vexing Bolt
- Greater Expansion3,200Mystic Expansion → Greater Expansion
- Warp Stone3,200
- Mystic Vulnerability1,600
- Escalating Exposure6,400Mystic Vulnerability → Escalating Exposure
LATE
- Boundless Spirit6,400Improved Spirit → Boundless Spirit
- Transcendent Cooldown6,400Superior Cooldown → Transcendent Cooldown
- Mystic Reverb6,400Imbue: Vexing Bolt
- Spirit Burn6,400
- Witchmail6,400
Situational
Buy this when you need another copied ultimate before the fight is over. Refresher resets your ability cooldowns, but you must copy an enemy ultimate again before you can cast it.
Buy this when slows, silences, or lingering damage stop 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.
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 several spirit hits in a short time leave you too hurt to keep fighting. Spirit Shielding provides spirit resistance and, while its effect is ready, gives you a barrier after you take enough spirit damage from enemy heroes in a short time. The barrier appears after that damage; it does not undo the damage you already took.
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 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 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 one use of an important non-ultimate ability is not enough in the fights that matter. Echo Shard resets the non-ultimate ability it is imbued on after that ability goes on cooldown, letting you use it again without waiting for the normal cooldown. It resets only the imbued ability, not your entire kit.
Buy this when an enemy reaches you and kills you with gunfire before you can get away. 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.





































