EARLY
- Extra Spirit800Adds Spirit to strengthen bishop hits, your gun and Kingside Knight's barrier.
- Extra Stamina800Adds a dash to Solomon's two starting stamina bars. Save it for getting back to cover; self-casting Kingside Knight gives no bonus stamina.
- Mystic Burst800Adds damage when one ability hit passes its damage threshold. Aim the moving bishop through an enemy; a small square hit may not be enough.
- Extra Health800Adds health for lane trades and becomes Fortitude later.
- Mystic Expansion800Imbue Setup Bishop to place it farther away. Use the extra reach to threaten the wave from near cover.Imbue: Setup Bishop
- Spirit Lifesteal1,600Restores health when your pieces deal Spirit damage. Keep landing attacks between trips to cover.
- Improved Spirit1,600Upgrades your opening Spirit, with extra health and recovery while out of combat.Extra Spirit → Improved Spirit
- Compress Cooldown1,600Imbue Rook Battery to use it more often. Aim ahead of an enemy so your bishop and teammates can attack while they are immobilized.Imbue: Rook Battery
MID
- Mystic Vulnerability1,600Your Spirit damage lowers the enemy's Spirit resistance, helping your team's later attacks.
- Superior Cooldown3,200Reduces cooldowns across your abilities so you can protect allies and send rooks more often.Compress Cooldown → Superior Cooldown
- Stamina Mastery3,200Adds movement for joining fights and escaping without spending Kingside Knight on yourself.Extra Stamina → Stamina Mastery
- Greater Expansion3,200Extends ability range across your kit so you can place pieces and protect allies from farther away.Mystic Expansion → Greater Expansion
- Warp Stone3,200Gives you a separate escape to cover. Blink before an enemy disables your movement.
- Bullet Resilience3,200Reduces incoming gun damage, with extra resistance below half health. Use the time it buys to reach cover.
- Fortitude3,200Adds health and recovery between fights. Stay out of damage long enough for its regeneration to begin.Extra Health → Fortitude
LATE
- Boundless Spirit6,400Adds Spirit for your pieces, Kingside Knight's barrier and your gun's Spirit scaling.Improved Spirit → Boundless Spirit
- Mystic Reverb6,400Imbue Setup Bishop. A qualifying hit adds a slow and delayed area damage. Aim through enemies your team can keep attacking; the item cannot trigger on every move.Imbue: Setup Bishop
- Tankbuster3,200Upgrades Mystic Burst to add damage based on the enemy's current health. Larger bishop hits are more likely to pass its damage threshold than small square hits.Mystic Burst → Tankbuster
- Escalating Exposure6,400Repeated Spirit hits build damage amplification on the same enemy. Keep attacking a target your team can reach; stacks have a per-target trigger delay.Mystic Vulnerability → Escalating Exposure
- Infuser6,400Activate it when your pieces can keep hitting enemies. The extra Spirit and lifesteal help you continue fighting during the buff.Spirit Lifesteal → Infuser
- Spirit Burn6,400Adds a burn and healing reduction after enough Spirit damage reaches an enemy. Use Healbane earlier if healing is already preventing kills.
- Transcendent Cooldown6,400Finishes the cooldown line, reducing waits for abilities and active items.Superior Cooldown → Transcendent Cooldown
Situational
Use this when enemy healing keeps undoing your team's damage. Any Spirit damage applies healing reduction. Keep attacking the same enemy with your team; it does not remove barriers.
Add Spirit resistance when spell damage forces you out before you can contribute again. It provides baseline protection and more resistance below half health. Use that extra survival time to reach cover; it does not prevent a stun or silence.
Use this when concentrated gunfire is the damage you need to survive. Activate bullet immunity before the burst lands and use the time to reach cover. Spirit damage still gets through, so it is a poor answer to a spell-heavy threat by itself.
Use it after a removable debuff lands, while you can still activate items. It can clear non-ultimate debuffs, but you cannot activate it while stunned or asleep.
Choose this when enemy stuns, silences or disarms repeatedly stop you from fighting. Activate it before those disables arrive. It cannot be activated while you are stunned or asleep, and it does not prevent the enemy's damage.
Use this against an enemy who keeps attacking from the air or channeling an ability your team cannot stop. Stay in cover during its delay, then attack when the stun lands.
Silence an enemy before they use the ability that helps them escape or turn the fight. Attack while they cannot cast. Silence does not interrupt an ability already being channeled.
Use this when an enemy keeps escaping with a movement ability before your team can finish the attack. Apply it before their escape, then follow with your team's damage. It slows and restricts movement abilities; it does not remove their stamina dashes.
Use this when your protection or control ends before your team can follow. It extends eligible effects, but does not add queen moves or let you deploy more bishops.
Use it when a teammate needs protection while Kingside Knight is unavailable. Apply it before the damage arrives and help them reach safety. It removes non-stun debuffs but does not restore health.
Use this when heavy Spirit hits keep forcing you out. Its resistance helps you survive, and qualifying hits reduce an ability's remaining cooldown. Do not stay exposed just to trigger it; you do not choose which cooldown it reduces.


































