EARLY
- Close Quarters800
- Extra Stamina800
- Extra Health800
- Bullet Lifesteal1,600
- Quicksilver Reload1,600Imbue: Screwjab Dagger
- Swift Striker1,600
MID
- Point Blank3,200Close Quarters → Point Blank
- Stamina Mastery3,200Extra Stamina → Stamina Mastery
- Fortitude3,200Extra Health → Fortitude
- Spirit Lifesteal1,600
- Leech6,400Bullet Lifesteal + Spirit Lifesteal → Leech
- Mercurial Magnum6,400Quicksilver Reload → Mercurial MagnumImbue: Screwjab Dagger
- Burst Fire3,200
LATE
- Ricochet6,400
- Toxic Bullets3,200
- Bullet Lifesteal1,600
- Vampiric Burst6,400Bullet Lifesteal → Vampiric Burst
- Weakening Headshot1,600
- Crippling Headshot6,400Weakening Headshot → Crippling Headshot
- Frenzy6,400
- Silencer6,400Sell Swift Striker → Silencer
Situational
Buy this when spirit damage is what keeps killing you. 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 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.
Buy this when enemy gunfire kills you when you can no longer keep sliding 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.
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 a slow, silence, or lingering damage effect stops you from moving 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 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.
































