EARLY
- Restorative Shot800
- Close Quarters800
- Rapid Rounds800
- Enduring Speed1,600
- Extended Magazine800
- Battle Vest1,600
- Swift Striker1,600Rapid Rounds → Swift Striker
- Titanic Magazine1,600Extended Magazine → Titanic Magazine
- Bullet Lifesteal1,600
MID
- Fleetfoot1,600
- Hollow Point3,200
- Spirit Resilience3,200
- Point Blank3,200Close Quarters → Point Blank
- Split Shot1,600
- Vampiric Burst6,400Bullet Lifesteal → Vampiric Burst
- Recharging Rush1,600
- Berserker3,200Sell Restorative Shot
LATE
- Juggernaut6,400Enduring Speed → Juggernaut
- Ricochet6,400Sell Battle Vest
- Spellslinger6,400Sell Swift Striker
- Silencer6,400Sell Recharging Rush
- Frenzy6,400Sell Fleetfoot
Situational
Buy this when you need stronger healing and help staying on your target afterward. Healing Tempo improves your healing and grants fire rate and movement speed to whoever you heal. Natural regeneration and passive lifesteal do not trigger those speed bonuses.
Buy this when sustained enemy gunfire keeps wearing you down. Plated Armor works automatically, giving incoming bullets a chance to be deflected or have their on-hit effects blocked. It does not stop every bullet, so it is protection during repeated gunfire rather than guaranteed immunity.
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 an unexpected stun or silence catches you before you can react and enemies kill you before you recover. While available, Indomitable automatically removes the next stun, chain, immobilize, sleep, or silence that affects you, then grants a barrier and reduces the time left on your ability cooldowns. It then goes on cooldown, so it cannot clear several disabling effects in a row.
Buy this when concentrated enemy gunfire kills you during a short, dangerous window. Activate Metal Skin before that burst lands to temporarily prevent bullet damage and give yourself time to keep shooting or reposition. 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 one large hit of spirit damage kills you before you can finish attacking or escape. Spellbreaker provides spirit resistance, and while its passive effect is ready it greatly reduces the next individual spirit hit large enough to trigger it. That extra protection then goes on cooldown; repeated small hits do not trigger it. You do not need to activate the item.
Buy this when one enemy survives your gunfire, keeps healing, and continues to deal heavy damage. Your bullets build up an effect that reduces the enemy's damage and healing. Keep landing shots on that enemy to trigger it; the reduction is not guaranteed on the first bullet.
Buy this when enemies with large health pools outlast you in gunfights. Siphon Bullets temporarily steals maximum health as you land shots, making them easier to wear down while giving you more health to fight with. The stolen health returns when the effect expires.
Buy this when one enemy ability keeps hitting you at a predictable moment and either kills you or ruins your attack. 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 you need to escape danger or move to a safer position so you can keep fighting. Warp Stone teleports you a short distance straight ahead. Aim toward where you want to move before activating it; you do not need an enemy target.
Buy this when removable slows, damage-over-time effects, silences, or other debuffs keep disrupting your fights. Dispel Magic clears non-ultimate negative effects from you so you can resume moving and shooting. Removing an effect also heals you and grants movement speed. You cannot activate it while stunned or asleep.
Buy this when enemy gunfire wears you down while you are returning fire. Landing bullets on enemy heroes builds Bullet Resist, helping you survive longer exchanges. The protection builds as you hit; it is not all there at the start.
Buy this when close-range gunfights keep going the enemy’s way. Hunter’s Aura reduces nearby enemies’ Bullet Resist and fire rate. Both effects double when only one enemy hero is nearby.
Buy this when enemies have enough bullet resistance that your shots deal much less damage. Armor Piercer gives your bullets a chance to ignore that resistance and pierce through enemies. That effect is a chance on each bullet, not a guarantee that every shot ignores their protection.
Buy this when a tough enemy survives through strong defenses or healing and you can reliably land headshots. Crippling Headshot applies bullet resistance reduction, spirit resistance reduction, and healing reduction when you hit their head. Keep the debuff applied to the target your team is focusing.
Buy this when you can keep landing shots but need more gun damage to finish enemies. Lucky Shot gives your bullets a chance to deal bonus weapon damage; the extra damage is not guaranteed on every shot.
Buy this when you keep running out of charges before an important fight is over. Rapid Recharge adds charges and reduces the recharge time of charged abilities, giving you more uses without resetting your entire set of cooldowns.












































