EARLY
- Monster Rounds800
- High-Velocity Rounds800
- Opening Rounds1,600High-Velocity Rounds → Opening Rounds
- Extra Regen800
- Slowing Bullets1,600
- Bullet Lifesteal1,600
- Sprint Boots800
MID
- Weighted Shots3,200Slowing Bullets → Weighted Shots
- Enduring Speed1,600Sprint Boots → Enduring Speed
- Healing Booster1,600Extra Regen → Healing Booster
- Spirit Lifesteal1,600
- Leech6,400Bullet Lifesteal + Spirit Lifesteal → Leech
- Suppressor1,600
- Mystic Regeneration800
- Radiant Regeneration3,200Mystic Regeneration → Radiant Regeneration
- Long Range1,600
- High-Velocity Rounds800
- Sharpshooter3,200Long Range + High-Velocity Rounds → Sharpshooter
LATE
- Juggernaut6,400Enduring Speed → Juggernaut
- Burst Fire3,200
- Hunter's Aura3,200
- Vampiric Burst6,400Sell Monster Rounds → Vampiric Burst
- Weakening Headshot1,600
- Crippling Headshot6,400Weakening Headshot → Crippling Headshot
- Frenzy6,400Sell Opening Rounds → Frenzy
- Silencer6,400Sell Healing Booster → Silencer
Situational
Buy Infuser when you need more Spirit Power and Spirit Lifesteal during a fight. Activate it before using your abilities to temporarily increase both.
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 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 spirit damage kills you before your healing can keep up. Spirit Resilience reduces spirit damage automatically at any health level and gives you extra spirit resistance while you are below half health.
Buy this when you have already revived and the fight is still going. Activate Refresher to reset your ability cooldowns and make your revival available again.
Buy this when concentrated gunfire kills you before your healing can keep you alive. 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 an airborne enemy is difficult to stop with your usual attacks or abilities. 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 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 slows, silences, or lingering damage prevent you from moving or recovering. 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.







































