EARLY
- Mystic Burst800
- Spirit Strike800
- Extra Stamina800
- Extra Health800
- Bullet Lifesteal1,600
- Spirit Lifesteal1,600
- Extra Spirit800
MID
- Tankbuster3,200Mystic Burst → Tankbuster
- Spirit Snatch3,200Spirit Strike → Spirit Snatch
- Stamina Mastery3,200Extra Stamina → Stamina Mastery
- Fortitude3,200Extra Health → Fortitude
- Mystic Vulnerability1,600
- Leech6,400Bullet Lifesteal + Spirit Lifesteal → Leech
- Warp Stone3,200
- Improved Spirit1,600Extra Spirit → Improved Spirit
- Compress Cooldown1,600Imbue: Power Slash
- Superior Cooldown3,200Compress Cooldown → Superior Cooldown
LATE
- Escalating Exposure6,400Mystic Vulnerability → Escalating Exposure
- Boundless Spirit6,400Improved Spirit → Boundless Spirit
- Transcendent Cooldown6,400Superior Cooldown → Transcendent Cooldown
- Mystic Reverb6,400Imbue: Power Slash
- Spirit Burn6,400
- Diviner's Kevlar6,400
Situational
Buy this when fights stay at close range and you need to survive while keeping enemies nearby. Activate Colossus to grow larger, gain bullet and spirit resistance, and increase your melee damage. It also slows nearby enemies for a short time, helping you stay close enough to keep fighting.
Buy this when one full round of your abilities is not enough to finish an important fight. Refresher resets your hero ability cooldowns and restores their charges, letting you use them again without waiting for their normal cooldowns. Use it after the abilities you need again have gone on cooldown.
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.
Buy this when an enemy uses a movement ability to escape before you can finish attacking. Slowing Hex slows the enemy and temporarily prevents them from using movement abilities and movement items. It does not stop them from spending stamina on ordinary dashes, so you still need to stay close enough to follow them.
Buy this when your transformation is unavailable and a slow, silence, or lingering damage effect is keeping you in danger. 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.
Buy this when enemy gunfire kills you before you can transform. 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 spirit damage kills you while your transformation is unavailable. 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 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.






































