EARLY
- Close Quarters800
- Extra Health800
- Extra Stamina800
- Slowing Bullets1,600
- Mystic Burst800
- Bullet Lifesteal1,600
- Spirit Lifesteal1,600
MID
- Point Blank3,200Close Quarters → Point Blank
- Fortitude3,200Extra Health → Fortitude
- Stamina Mastery3,200Extra Stamina → Stamina Mastery
- Weighted Shots3,200Slowing Bullets → Weighted Shots
- Tankbuster3,200Mystic Burst → Tankbuster
- Hunter's Aura3,200
- Leech6,400Bullet Lifesteal + Spirit Lifesteal → Leech
LATE
- Juggernaut6,400
- Escalating Resilience3,200
- Vampiric Burst6,400
- Frenzy6,400
- Silencer6,400
Situational
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 one large hit of spirit damage kills you before you can respond or defend yourself. 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 enemies keep healing back the damage you deal with your gun. Toxic Bullets makes your shots build up a bleed that deals damage over time and reduces healing once it starts. You must land enough shots on the enemy to trigger the bleed before its healing reduction begins.
Buy this when concentrated enemy gunfire keeps killing you during a short, dangerous window. Activate Metal Skin before the burst lands for a brief period of bullet immunity. Your movement is slower and your ground dashes are shorter while it is active, and it does not protect you from Spirit damage.
Buy this when spirit damage kills you before you can keep fighting. 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 a slow, silence, or lingering damage effect stops you from chasing an enemy. 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 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 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.
































