EARLY
- Extra Charge800
- Mystic Burst800
- Mystic Expansion800Imbue: Call Bell
- Sprint Boots800
- Extra Spirit800
- Improved Spirit1,600Extra Spirit → Improved Spirit
- Slowing Hex1,600
MID
- Rapid Recharge3,200Extra Charge → Rapid Recharge
- Extra Health800
- Fortitude3,200Extra Health → Fortitude
- Enduring Speed1,600Sprint Boots → Enduring Speed
- Tankbuster3,200Mystic Burst → Tankbuster
- Greater Expansion3,200Mystic Expansion → Greater Expansion
- Mystic Expansion800Imbue: Call Bell
- Ballistic Enchantment3,200Mystic Expansion → Ballistic EnchantmentImbue: Call Bell
- Compress Cooldown1,600Imbue: Call Bell
- Spirit Resilience3,200
LATE
- Superior Cooldown3,200Compress Cooldown → Superior Cooldown
- Juggernaut6,400Enduring Speed → Juggernaut
- Boundless Spirit6,400Improved Spirit → Boundless Spirit
- Transcendent Cooldown6,400Superior Cooldown → Transcendent Cooldown
- Mystic Reverb6,400Imbue: Call Bell
- Spirit Burn6,400
- Vortex Web6,400Slowing Hex → Vortex Web
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 slows, silences, or lingering damage prevent you from using your abilities or getting away. 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 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.
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 concentrated gunfire kills you while you are using your abilities. 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 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 a predictable burst of damage kills you while you are trying to hold your position. Activate Ethereal Shift before that damage lands to become briefly untargetable and invincible. You cannot attack, cast, or use items during it, and activating it cancels any ability you are already using. Use the brief protection to survive the hit, then be ready to act when it ends.




































