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Deadlock Hero Builds - 2026-02-05

Abrams Build Guide - Iron Bull

Build Name: Iron Bull Role: Brawler / Initiator Damage Type: Hybrid (Gun + Spirit) Difficulty: Easy Last Updated: 2026-02-05

Overview

Abrams is a frontline brawler with incredible innate survivability through Infernal Resilience. His kit revolves around closing distance with Shoulder Charge, stunning enemies against walls, and dealing devastating shotgun damage at point-blank range. Unlike other tanks, Abrams doesn't need heavy green investment early - his passive regeneration handles that. Rush weapon damage instead.

Core Stats

Stat Value
Health 770 (+49/boon)
Stamina 3
Move Speed 6.4 m/s
Sprint Speed 8.0 m/s
DPS 55 (shotgun, 9 pellets)
Bullet Damage 3.86 x 9 (+0.13/boon)
Ammo 9 shells
Reload 3.2s (per-shell)
Falloff 17m-40m

Ability Data

[1] Siphon Life

Stat Base T1 T2 T3
Cooldown 42s 23s 23s 23s
Duration 4s 4s 6s 6s
DPS 29 29 29 49
Heal (Heroes) 66% 66% 66% 66%

T1 (1 point): -19s Cooldown - MANDATORY FIRST UPGRADE T2 (2 points): +2s Duration T3 (5 points): +20 DPS (+0.12 spirit scaling)

[2] Shoulder Charge

Stat Base T1 T2 T3
Cooldown 33s 33s 33s 15s
Stun (wall slam) 0.6s 0.6s 1.05s 1.05s
Damage 37 37 37 37

T1 (1 point): +2.2 Weapon Damage for 8s after hitting hero T2 (2 points): +0.45s Stun Duration (total 1.05s) T3 (5 points): -18s Cooldown

[3] Infernal Resilience (Passive)

Stat Base T1 T2 T3
Damage Regen 13% 13% 13% 20%
HP Regen +1 +2.5 +2.5 +2.5
Bonus HP - - +150 +150

T1 (1 point): +1.5 Health Regen T2 (2 points): +150 Max Health T3 (5 points): +7% Damage Regeneration (20% total)

[4] Seismic Impact (Ultimate)

Stat Base T1 T2 T3
Cooldown 185s 150s 150s 150s
Damage 75 75 75 75
Stun 1.6s 1.6s 1.6s 1.6s
Radius 10.5m 10.5m 10.5m 10.5m

T1 (1 point): -35s Cooldown T2 (2 points): +100 Max HP & +15% Fire Rate per hero hit (25s) T3 (5 points): Unstoppable for 4s after landing - GAME CHANGER

Ability Upgrade Priority

Points 1-4 (T1s):

  1. Siphon Life T1 - Cooldown reduction is massive
  2. Shoulder Charge T1 - Weapon damage buff
  3. Infernal Resilience T1 - HP Regen
  4. Seismic Impact T1 - Ult cooldown

Points 5-12 (T2s):

  1. Shoulder Charge T2 - 1.05s stun is huge
  2. Siphon Life T2 - 6s duration
  3. Seismic Impact T2 - HP + Fire Rate per hero
  4. Infernal Resilience T2 - +150 HP

Points 13+ (T3s):

  1. Seismic Impact T3 - 4s unstoppable after landing
  2. Infernal Resilience T3 - 20% damage regen

Build Path

Early Game (0-4k souls) - 6 items

Item Category Cost Purpose
Close Quarters Weapon 800 +20% damage at close range
Monster Rounds Weapon 800 Farm efficiency, upgrades to Cultist
Sprint Boots Vitality 800 Map movement, roaming
Extra Health Vitality 800 Raw HP, upgrades to Colossus
Extra Regen Vitality 800 Lane sustain
Melee Lifesteal Vitality 800 Soul confirm sustain

Early Priority: Close Quarters first for lane trading, Monster Rounds for farm.

Mid Game (4k-15k souls) - 8 items

Item Category Cost Purpose
Point Blank Weapon 3,200 +50% damage close range, slow
Cultist Sacrifice Weapon 3,200 Farm acceleration, roaming buff
Toxic Bullets Weapon 3,200 % HP bleed, anti-heal
Healing Booster Vitality 1,600 +20% healing amp
Enduring Speed Vitality 1,600 Move speed, slow resist
Superior Duration Spirit 3,200 +28% ability duration
Spirit Lifesteal Vitality 1,600 More healing from abilities
Bullet Resist Shredder Spirit 1,600 Enables gun damage

8-Minute Target: Cultist Sacrifice online. Farm tier 3 camps, start roaming.

Late Game (15k+ souls) - 6 items

Item Category Cost Purpose
Colossus Vitality 6,400 Tank mode, resist active
Phantom Strike Vitality 6,400 Gap close, disarm
Boundless Spirit Spirit 6,400 Spirit scaling (hidden tech)
Curse Spirit 6,400 Lock down carries
Lifestrike Vitality 3,200 Melee healing + slow
Spirit Resilience Vitality 3,200 Anti-burst protection

Category Investment Summary

Core Build (20 items across phases)

Item Category Cost
Close Quarters Weapon 800
Monster Rounds Weapon 800
Point Blank Weapon 3,200
Cultist Sacrifice Weapon 3,200
Toxic Bullets Weapon 3,200
Sprint Boots Vitality 800
Extra Health Vitality 800
Extra Regen Vitality 800
Melee Lifesteal Vitality 800
Healing Booster Vitality 1,600
Enduring Speed Vitality 1,600
Spirit Lifesteal Vitality 1,600
Colossus Vitality 6,400
Phantom Strike Vitality 6,400
Spirit Resilience Vitality 3,200
Lifestrike Vitality 3,200
Superior Duration Spirit 3,200
Bullet Resist Shredder Spirit 1,600
Boundless Spirit Spirit 6,400
Curse Spirit 6,400
Category Total Spent 4.8k Bonus
Weapon 11,200 ✓ +18% Weapon Damage
Vitality 27,200 ✓ +203 Health
Spirit 17,600 ✓ +19 Spirit Power

All three 4.8k thresholds are hit with core build.


Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Close Quarters 800 Point Blank 3,200
Monster Rounds 800 Cultist Sacrifice 3,200
Duration Extender 1,600 Superior Duration 3,200
Melee Lifesteal 800 Lifestrike 3,200
Extra Health 800 Fortitude / Colossus 3,200 / 6,400
Extra Regen 800 Healing Booster 1,600
Sprint Boots 800 Enduring Speed 1,600

Upgrade Strategy:

  1. Buy Close Quarters early → component of Point Blank
  2. Buy Monster Rounds → component of Cultist Sacrifice (rush by 8 min)
  3. Extra Health upgrades to Colossus late game
  4. Melee Lifesteal → Lifestrike when you need more sustain

Imbued Ability Assignments

Superior Duration (+28% duration)

Recommended: Imbue Siphon Life [1]

  • Base 4s → 5.12s duration
  • With T2 upgrade: 6s → 7.68s duration
  • Significantly more healing uptime in extended fights
  • Synergizes with Infernal Resilience's sustained fighting style

Alternative: Imbue Seismic Impact [4]

  • 1.6s stun → 2.05s stun
  • Choose this if your team lacks follow-up damage
  • Better for coordinated team fights where CC duration matters

Full Build Paths

Standard Build (Recommended)

Early: Close Quarters → Monster Rounds → Sprint Boots → Extra Health
       ↓
By 8 min: Cultist Sacrifice (consume tier 3 camp, start roaming)
       ↓
Mid Game: Point Blank → Toxic Bullets → Healing Booster
       ↓
Core: Superior Duration (imbue Siphon Life) → Spirit Lifesteal
       ↓
Late: Colossus → Phantom Strike
       ↓
Flex: Boundless Spirit OR Curse

Decision Tree

                    [Start: Close Quarters + Monster Rounds]
                                    |
                    [Rush Cultist Sacrifice by 8 min]
                                    |
                    [Complete Point Blank + Toxic Bullets]
                                    |
            +------------------+-------------------+
            |                  |                   |
    [Ahead by 5k+]    [Even game]         [Behind]
            |                  |                   |
    Phantom Strike     Colossus           Spirit Resilience
    (catch kills)      (teamfight)        (survive burst)
            |                  |                   |
            +------------------+-------------------+
                                    |
                    [Late Game T4 Selection]
                                    |
            +------------------+-------------------+
            |                  |                   |
    [vs Mobile]        [vs Tanky]         [vs CC Heavy]
            |                  |                   |
    Phantom Strike     Curse              Unstoppable
    (gap close)        (lockdown)         (CC immunity)

Situational Items

vs Spirit-Heavy Comps (Seven, Infernus, Pocket, Lady Geist)

Item Cost When to Buy
Spirit Resilience 3,200 Core vs any spirit burst
Dispel Magic 3,200 Cleanse DOTs (Infernus Afterburn)
Unstoppable 6,400 Immune to Seven ult stun

vs Gun-Heavy Comps (Haze, Wraith, Grey Talon, Vindicta)

Item Cost When to Buy
Metal Skin 3,200 5s bullet immunity vs Haze ult
Bullet Resilience 3,200 Below 40% HP protection
Plated Armor 3,200 Passive bullet deflect chance

vs Heavy CC (Mo & Krill, Lash, Paradox, Dynamo)

Item Cost When to Buy
Unstoppable 6,400 Primary CC counter
Reactive Barrier 1,600 Auto-barrier on CC
Debuff Reducer 1,600 -30% debuff duration

vs Heavy Healing (Lady Geist, Shiv, another Abrams)

Item Cost When to Buy
Toxic Bullets 3,200 Already in core (-30% healing)
Healbane 1,600 Spirit damage applies heal reduction

Items NOT to Buy

Siphon Bullets (6,400) - TRAP

What it does: Stacking lifesteal (+35 HP per stack), 1 stack per hit, 1 stack per kill. Loses 2 stacks on death.

Why it's bad for Abrams:

  • Same cost as Vampiric Burst (6,400) which gives:
    • +80% lifesteal for 4.5s burst
    • +40% fire rate during active
    • +100 HP passive
    • NO STACKS TO LOSE
  • Abrams engages and sometimes dies - losing stacks devastates this item
  • At 6 stacks (6 kills with zero deaths), you get only ~6% passive lifesteal
  • Vampiric Burst is better in every realistic scenario

Ethereal Shift (6,400) - SITUATIONAL ONLY

What it does: 4s invulnerability, float slowly, can't act. Afterwards: +20 Spirit, +3 m/s, +30% Spirit Resist.

Why it's usually bad for Abrams:

  • Cancels Siphon Life channel
  • Abrams needs to be FIGHTING, not invulnerable
  • 6,400 souls for an item that takes you out of combat
  • Colossus (+35% resist active) keeps you fighting while tanky

Only buy if: Specific threat requires it (e.g., guaranteed Haze ult with no other counter available)

Magic Carpet (6,400) - USELESS

What it does: Fly away on a carpet for 8s, can't act while flying.

Why it's bad for Abrams:

  • Seismic Impact already provides its own height
  • The ult damage is NOT height-based (unlike Lash Ground Strike)
  • 6,400 souls for an escape item on a hero who wants to engage
  • Buy Phantom Strike instead for gap closing

Game Phase Strategy

Lane Phase (0-8 minutes)

Trading Pattern:

  1. Use Shoulder Charge to close distance
  2. Unload shotgun at point-blank
  3. Use Siphon Life when taking damage
  4. Melee minions for guaranteed soul confirm

Lane Tips:

  • Abrams wins most 1v1 trades due to Infernal Resilience regen
  • Look for wall slam angles - side rooms are your friend
  • Don't waste Shoulder Charge on wave clear
  • Melee the healing trooper LAST (maximize heal value)

Power Spike: 2,800 souls = Cultist Sacrifice component (Monster Rounds + Close Quarters ready)

Mid Game (8-20 minutes)

Roaming Priority:

  1. Complete Cultist Sacrifice
  2. Farm tier 3 camps for buff
  3. Look for ganks on overextended enemies
  4. Contest urn spawns (10 min, 15 min)

Fight Initiation:

  1. Seismic Impact from ult (1.6s stun)
  2. Immediately Shoulder Charge high-priority target into wall
  3. Shotgun + Siphon Life
  4. Pop Colossus if taking heavy focus

Solo/Duo Kills: This meta rewards roaming. Abrams excels at picking off isolated targets:

  • Ult in → Wall slam → Shotgun = dead squishy
  • With Phantom Strike: Catch anyone who flashes away

Late Game (20+ minutes)

Team Fight Role:

  1. Initiate with Seismic Impact
  2. Shoulder Charge priority target
  3. Pop Colossus for tank mode
  4. Use Curse on enemy carry if they pop active
  5. Phantom Strike anyone who tries to escape

Objective Focus:

  • Abrams can tank mid-boss easily with Siphon Life
  • Colossus active during Patron push for team aura
  • Save ult for contesting Rejuvenator claims

Synergy Partners

Best Lane Partners:

  • Dynamo - Singularity setup for your ult
  • Kelvin - Dome + your ult = devastating combo
  • Seven - His stun extends your charge window

Team Comp Synergies:

  • Any hero with follow-up CC (your stuns set them up)
  • Healers (Ivy, Paige) amplify your sustain further
  • Split pushers (you create space by diving backline)

Counter Awareness

Heroes That Counter You:

  • Haze - Bullet Dance melts through regen (buy Metal Skin)
  • Seven - Storm Cloud prevents fighting (buy Dispel Magic)
  • Vindicta - Kites forever (need Warp Stone or Phantom Strike)
  • Lady Geist - Life Drain outheals your damage, Malice counters sustain

Items That Counter You:

  • Toxic Bullets / Healbane - Anti-heal cripples Infernal Resilience
  • Slowing Hex - Can't reach targets
  • Curse - Silenced and disarmed = useless

How to Play Around Counters:

  • Scout enemy builds at 8-10 minutes
  • If you see anti-heal stacking, buy Spirit Resilience for burst survival
  • If you see CC stacking, Unstoppable is mandatory
  • Don't blindly engage - wait for enemy cooldowns to be used

Quick Reference

Core Items (Always Buy):

  1. Point Blank (3,200)
  2. Toxic Bullets (3,200)
  3. Cultist Sacrifice (3,200)
  4. Superior Duration (3,200)
  5. Colossus (6,400)

Key Timings:

  • 8 min: Cultist Sacrifice online
  • 10 min: Contest first urn
  • 15 min: Point Blank + Toxic Bullets complete
  • 20 min: Colossus + one T4 complete

Win Condition: Close distance, wall slam, shotgun, sustain through damage. Repeat.

Apollo Build Guide: Melee Assassin

Build Name: melee-assassin Last Updated: 2026-02-05 Patch: Current


Hero Overview

Apollo is Deadlock's only pure melee hero - he has NO ranged weapon. This makes him a high-risk, high-reward assassin who must commit fully to engagements.

Base Stats

Stat Value Notes
Health 700 (+41/boon) Average
Health Regen 2/s Low
Stamina 3 Above average
Move Speed 7.2 m/s HIGHEST in game
Light Melee 63 (+1.58/boon)
Heavy Melee 116 (+2.91/boon)

Strengths

  • Highest base move speed (7.2 m/s) - fastest hero
  • 3 stamina for extended chases and escapes
  • Pure melee means no reload downtime
  • High burst potential in close range
  • Strong 1v1 dueling

Weaknesses

  • NO ranged weapon - cannot poke or farm safely
  • Extremely vulnerable to kiting
  • Difficult lane phase
  • Must commit hard to every engagement
  • Relies heavily on gap closers

Abilities

Ability data not yet available in game exports.

Upgrade Priority: Focus on gap-closing and burst abilities first.


Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Melee Lifesteal Vitality 800 Essential lane sustain - heals 100 every 8s
Spirit Strike Spirit 800 Burst damage - 40 spirit + -6% spirit resist
Extra Stamina Vitality 800 +1 stamina for gap closing
Sprint Boots Vitality 800 +2 m/s sprint for map movement

Early Game Total: 3,200 souls

Lane Phase Strategy:

  • Apollo's lane is HARD. You have no poke and must commit to every trade.
  • Use your 7.2 m/s move speed to position for favorable heavy melees.
  • Melee Lifesteal is mandatory - you cannot sustain without it.
  • Parry enemy melees; bait parries with light melee then punish with heavy.
  • Consider roaming early if your lane matchup is unwinnable.

Mid Game (4k-15k souls)

Item Category Cost Purpose
Melee Charge Weapon 1,600 +10% melee dmg, +25 heavy melee, upgrades to Crushing Fists
Enduring Speed Vitality 1,600 +2 m/s IN COMBAT, 25% slow resist (upgrades Sprint Boots)
Slowing Hex Spirit 1,600 Catch potential - 20% slow + silences movement abilities
Lifestrike Vitality 3,200 60% slow, 50% melee lifesteal, +16% melee dmg (upgrades Melee Lifesteal)
Warp Stone Vitality 3,200 11m instant teleport + 30% bullet resist for 6s
Spirit Snatch Spirit 3,200 Steals 12% spirit resist + 15 spirit power (upgrades Spirit Strike)

Mid Game Total: 14,400 souls

Mid Game Strategy:

  • Assassin playstyle - hunt isolated targets
  • Combo: Slowing Hex → Warp Stone → Spirit Snatch melee → Lifestrike slow
  • Don't teamfight without your gap closers off cooldown
  • Farm jungle camps with heavy melee (slower than gun heroes but doable)

Late Game (15k+ souls)

Item Category Cost Purpose
Crushing Fists Weapon 6,400 +20% melee dmg, stuns at 6 stacks (upgrades Melee Charge)
Phantom Strike Vitality 6,400 25m targeted teleport + disarm + 50% slow
Colossus Vitality 6,400 Tank mode - +35% resists, 30% slow aura

Late Game Total: 19,200 souls

Late Game Strategy:

  • Full combo: Phantom Strike → heavy melee (2 stacks) → light melee spam → Crushing Fists stun
  • Colossus when diving into teamfights for survivability
  • Target enemy carries and supports first
  • Wait for all cooldowns before major engages

Category Investment Summary

Core Build (16 items)

Item Category Cost
Melee Lifesteal Vitality 800
Spirit Strike Spirit 800
Extra Stamina Vitality 800
Sprint Boots Vitality 800
Melee Charge Weapon 1,600
Enduring Speed Vitality 1,600
Slowing Hex Spirit 1,600
Lifestrike Vitality 3,200
Warp Stone Vitality 3,200
Spirit Snatch Spirit 3,200
Crushing Fists Weapon 6,400
Phantom Strike Vitality 6,400
Colossus Vitality 6,400

Note: Some items upgrade from earlier purchases - actual spent souls differ from component totals.

Category Total Spent 4.8k Bonus
Weapon 8,000 ✓ +18% Weapon Damage
Vitality 15,600+ ✓ +203 Health
Spirit 5,600 ✓ +19 Spirit Power

All three 4.8k thresholds are hit with core build.


Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Melee Lifesteal 800 Lifestrike 3,200
Spirit Strike 800 Spirit Snatch 3,200
Extra Stamina 800 Stamina Mastery 3,200
Sprint Boots 800 Enduring Speed 1,600
Melee Charge 1,600 Crushing Fists 6,400
Extra Health 800 Colossus 6,400

Upgrade Strategy:

  1. Melee Lifesteal → Lifestrike is your first major power spike
  2. Spirit Strike → Spirit Snatch adds significant burst and utility
  3. Melee Charge → Crushing Fists gives you the CC Apollo desperately needs
  4. Extra Health can be bought late if needed to complete Colossus

Imbued Ability Assignments

This build does not include imbued items in the core path.

If adding situational imbued items:

Superior Duration (if purchased):

  • Imbue onto any buff/debuff ability that benefits from extended duration

Slowing Hex (already in build):

  • This is an imbued active item, not an ability imbue
  • No assignment needed

Full Build Paths

Standard Assassin Build (Recommended)

EARLY: Melee Lifesteal → Spirit Strike → Extra Stamina → Sprint Boots
       ↓
MID:   Melee Charge → Enduring Speed → Slowing Hex → Lifestrike → Warp Stone
       ↓
LATE:  Spirit Snatch → Crushing Fists → Phantom Strike → Colossus

Aggressive Dive Build

EARLY: Melee Lifesteal → Spirit Strike → Extra Stamina → Extra Health
       ↓
MID:   Melee Charge → Lifestrike → Warp Stone → Majestic Leap
       ↓
LATE:  Crushing Fists → Phantom Strike → Colossus → Unstoppable

Anti-CC Build (vs heavy stun comps)

EARLY: Melee Lifesteal → Spirit Strike → Extra Stamina → Reactive Barrier
       ↓
MID:   Melee Charge → Lifestrike → Warp Stone → Unstoppable
       ↓
LATE:  Crushing Fists → Phantom Strike → Divine Barrier

Situational Items Decision Tree

What's the enemy comp?

├─ Heavy CC (stuns/roots)?
│   └─ BUY: Reactive Barrier (1,600) → Unstoppable (6,400)
│
├─ Gun Carries (Haze, Wraith)?
│   └─ BUY: Metal Skin (3,200) - 5s bullet immunity
│
├─ Spirit Burst (Seven, Pocket)?
│   └─ BUY: Counterspell (3,200) - parry blocks abilities
│
├─ Mobile/Slippery targets?
│   └─ BUY: Curse (6,400) - 3.25s silence + disarm + removes buffs
│
└─ High sustain (Abrams, Lady Geist)?
    └─ BUY: Decay (3,200) - 45% healing reduction + % HP damage

Situational Items

vs Gun-Heavy Comps

Item Cost Purpose
Metal Skin 3,200 5s bullet immunity active, +15% bullet resist
Colossus 6,400 +35% bullet resist during active
Warp Stone 3,200 +30% bullet resist for 6s after teleport

vs Spirit-Heavy Comps

Item Cost Purpose
Counterspell 3,200 Parry blocks ability damage/effects, +100 HP, +8 Spirit
Reactive Barrier 1,600 Auto-barrier on CC, +6% spirit resist
Dispel Magic 3,200 +16% spirit resist, cleanse active

vs Heavy CC

Item Cost Purpose
Reactive Barrier 1,600 Auto-triggers on stun/root, grants barrier + 1 stamina
Unstoppable 6,400 5.5s CC immunity, +25% status resist
Divine Barrier 6,400 Removes debuffs + 600 barrier

vs High Sustain/Healing

Item Cost Purpose
Decay 3,200 45% healing reduction, 2.6% current HP/s damage
Healbane 1,600 35% healing reduction on spirit damage

Items NOT to Buy

CRITICAL: Apollo has NO GUN. These items are completely useless:

Trap Item Cost Why It's Bad
Toxic Bullets 3,200 Requires BULLETS to apply bleed. Apollo cannot proc this.
Bullet Lifesteal 1,600 Heals from BULLET damage. Apollo deals zero bullet damage.
Vampiric Burst 6,400 Fire rate and bullet lifesteal. Both worthless on Apollo.
Siphon Bullets 6,400 Steals HP via bullets. Cannot proc.
Kinetic Dash 1,600 +25% fire rate. Apollo has no fire rate.
Rapid Rounds 500 +10% fire rate. Useless.
Swift Striker 1,250 +20% fire rate. Useless.
Monster Rounds 500 +30% damage vs NPCs with bullets. Can't use bullets.
Any ammo item varies Extended Magazine, Titanic Magazine - meaningless.

Other suboptimal items:

Item Cost Why It's Suboptimal
Ethereal Shift 6,400 The 4s invuln is nice but you can't attack during it. Apollo needs to be hitting things, not floating. Better to buy Colossus for active survivability.
Majestic Leap 3,200 Decent repositioning but 5s lockout if attacked. Apollo gets attacked a lot. Consider Warp Stone instead.

Game Phase Strategy

Lane Phase (0-8 minutes)

The Hard Truth: Apollo's lane phase is one of the worst in the game. You have no poke, no safe farming, and must commit to every trade.

Survival Tips:

  • Use your 7.2 m/s move speed advantage to position for trades
  • Only trade when you have Melee Lifesteal healing available (8s CD)
  • Parry enemy melees aggressively - Rebuttal is excellent here
  • Secure trooper last hits with light melee when safe
  • Consider roaming at level 4-6 if lane is unwinnable

Power Spike: At 2.8-3k souls with Lifestrike, you become a serious threat in 1v1s.

Mid Game (8-20 minutes)

Assassin Mode Activated:

  • Your job is to find and kill isolated targets
  • Never initiate teamfights - you're too squishy
  • Use Warp Stone + Slowing Hex to catch targets
  • Farm jungle camps between kills (heavy melee is slow but works)

Combo Execution:

  1. Slowing Hex from range (25m)
  2. Warp Stone to close gap (11m teleport)
  3. Heavy melee (Spirit Snatch + Lifestrike procs)
  4. Light melee to maintain slow
  5. Heavy melee finisher

Late Game (20+ minutes)

Full Assassin:

  • Phantom Strike is your primary engage tool (25m targeted teleport + disarm)
  • Crushing Fists gives you CC (0.5s stun at 6 stacks)
  • Colossus for diving into teamfights

Full Combo:

  1. Phantom Strike to enemy carry (disarms them)
  2. Heavy melee immediately (2 Crushing Fists stacks + procs)
  3. Light melee spam while staying close
  4. At 6 stacks, enemy is STUNNED
  5. Pop Colossus if taking heavy damage

Teamfight Role:

  • Wait for your team to initiate
  • Dive enemy backline when fight starts
  • Focus: supports → carries → tanks
  • Use Colossus slow aura to help team catch fleeing enemies

Matchup Notes

Favorable Matchups

  • Other melee heroes (you have move speed advantage)
  • Low mobility heroes (can't escape your chase)
  • Squishy supports (one combo kills them)

Difficult Matchups

  • Kiting heroes (Vindicta, Grey Talon) - they outrange you infinitely
  • CC-heavy heroes (Dynamo, Kelvin) - you need to be moving
  • High sustain tanks (Abrams) - outlast your burst

Counter-Play Tips

  • vs Vindicta: Rush Warp Stone, never fight in open areas
  • vs Haze: Metal Skin during Bullet Dance, parry the initiation
  • vs Seven: Counterspell his Storm Cloud channel
  • vs Mo & Krill: Unstoppable to prevent burrow combo

Summary

Apollo is a high-risk, high-reward melee assassin. Your entire game plan revolves around:

  1. Surviving lane phase with Melee Lifesteal
  2. Getting gap closers (Warp Stone, Phantom Strike)
  3. Assassinating isolated targets with your burst combo
  4. Diving teamfights with Colossus + Crushing Fists stun

Core Items: Lifestrike, Spirit Snatch, Crushing Fists, Warp Stone, Phantom Strike

Remember: You have NO ranged damage. Every single soul of damage you deal requires being in melee range. Build to get there and survive once you arrive.

Apollo Build Guide: Riposte Assassin

Build Name: Riposte Assassin Last Updated: 2026-02-12 Patch: Current

Hero Overview

Apollo is a melee-focused Assassin who excels at close-range dueling through precisely-timed attacks and devastating burst combos. His kit rewards mechanical skill with Riposte's 0.3s parry window and Flawless Advance's perfect timing damage bonus.

Core Stats

Stat Value Notes
Health 740 (+44/boon) Below average, squishy
Stamina 3 Good mobility
Move Speed 7.2 m/s Above average
Gun DPS 45 Low - NOT a gun hero
Gun Falloff 25m (instant) Useless at range
Light Melee 63 (+1.58/boon) Primary damage tool
Heavy Melee 116 (+2.91/boon) 1.84x ratio (inefficient)

Key Insight: Apollo's gun is purely utility. His 45 DPS with instant falloff at 25m means you should never build weapon items for gun damage. Focus entirely on melee and ability scaling.

Damage Profile

  • Primary: Spirit damage (abilities + Spirit Strike/Snatch procs)
  • Secondary: Melee damage (enhanced by items)
  • Tertiary: Gun (finishing low targets only)

Ability Data

[1] Disengaging Sigil

Stat Base Scaling
Damage 100 +1.3 spirit
Slow 30% 4s duration
Radius 6.5m -
Cooldown 12s -
Tier Upgrade Priority
T1 +30 Damage 4th
T2 +20% Fire Rate, +50% Bullet Speed for 10s Low - skip
T3 +2 Stamina Restored, Resets Air Limits 10th (late)

[2] Riposte

Stat Base Notes
Parry Window 0.3s Extremely tight
Channel 0.8s Total commit time
Stun 0.6s On successful parry
Bullet Resist Debuff -15% 3s duration
Dash Range 20m Gap closer after parry
Cooldown 22s Long CD
Tier Upgrade Priority
T1 -7s Cooldown (15s total) 2nd - ESSENTIAL
T2 -15% Bullet Resist (-30% total) 7th
T3 +1.2s Stun (1.8s total) 8th - Enables ult combo

Combat Tip: T3 Riposte (1.8s stun) exceeds Itani Lo Sahn's 1.5s cast time, enabling guaranteed ult combos.

[3] Flawless Advance

Stat Base Max Hold Perfect
Damage 30 (+0.7 spirit) 45 (+1.1 spirit) 75 (+1.65 spirit)
Charges 3 - -
Duration 8s - -
Cooldown 26s - -

Perfect Window: 0.525s - 0.775s hold time (250ms window)

Tier Upgrade Priority
T1 Perfect Hit: +35 Heal (+0.75 spirit) 1st - Sustain
T2 -10s CD, Faster Lunges 5th - Major spike
T3 +75 Perfect Damage (150 total), Longer Dash 9th

[4] Itani Lo Sahn (Ultimate)

Stat Value Notes
Impact Damage 70 (+0.77 spirit) Initial hit
Delayed Damage 250 (+1.75 spirit) After slow-mo ends
Execute Bonus +60% vs <50% HP Main finisher
Cast Delay 1.5s Telegraphed
Dash Range 27m -
Cooldown 125s Very long
Tier Upgrade Priority
T1 +8m Range (35m total) 3rd
T2 -40s Cooldown (85s total) 6th - ESSENTIAL
T3 +40% Bonus Damage (+100% vs low HP) Late luxury

Ability Upgrade Order

  1. [3] Flawless Advance T1 - Sustain in lane
  2. [2] Riposte T1 - Essential CD reduction
  3. [4] Itani Lo Sahn T1 - Unlock ult
  4. [1] Disengaging Sigil T1 - Trading damage
  5. [3] Flawless Advance T2 - Major power spike
  6. [4] Itani Lo Sahn T2 - 85s cooldown
  7. [2] Riposte T2 - -30% bullet resist shred
  8. [2] Riposte T3 - 1.8s stun for ult combo
  9. [3] Flawless Advance T3 - 150 perfect damage
  10. [1] Disengaging Sigil T3 - Mobility reset

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Melee Lifesteal Vitality 800 100 HP heal on melee, +12% melee dmg
Spirit Strike Spirit 800 40 spirit dmg on melee, -6% spirit resist
Extra Stamina Vitality 800 +1 stamina for mobility
Close Quarters Weapon 800 +20% weapon dmg close range, +20% melee resist

Early Total: 3,200 souls

  • Weapon: 800 | Vitality: 1,600 | Spirit: 800

Mid Game (4k-15k souls)

Item Category Cost Purpose
Arcane Surge Spirit 1,600 +1 stamina, +15 spirit on dash-jump
Lifestrike Vitality 3,200 Upgrade: 160 heal + 50% melee, 60% slow
Slowing Hex Spirit 1,600 20% slow, silences movement abilities
Warp Stone Vitality 3,200 11m teleport, +30% bullet resist 6s
Melee Charge Weapon 1,600 +10% melee dmg, +25 heavy melee dmg

Mid Total: 11,200 souls

  • Weapon: 2,400 | Vitality: 8,000 | Spirit: 4,000

Late Game (15k+ souls)

Item Category Cost Purpose
Spirit Snatch Spirit 3,200 Upgrade: 50 spirit dmg, steals 12% resist + 15 spirit
Crushing Fists Weapon 6,400 Upgrade: +20% melee, -4% bullet resist stacks, stun
Colossus Vitality 6,400 +300 HP, +15% base HP, 35% resist active
Superior Cooldown Spirit 3,200 20% CDR on all abilities

Late Total: 19,200 souls

  • Weapon: 8,800 | Vitality: 14,400 | Spirit: 7,200

Category Investment Summary

Full Build (24 items including components)

Item Category Cost
Melee Lifesteal Vitality 800
Spirit Strike Spirit 800
Extra Stamina Vitality 800
Close Quarters Weapon 800
Arcane Surge Spirit 1,600
Lifestrike Vitality 3,200
Slowing Hex Spirit 1,600
Warp Stone Vitality 3,200
Melee Charge Weapon 1,600
Spirit Snatch Spirit 3,200
Crushing Fists Weapon 6,400
Colossus Vitality 6,400
Superior Cooldown Spirit 3,200
Category Total Spent 6.4k Bonus
Weapon 8,800 ✓ +18% Weapon Damage
Vitality 14,400 ✓ +203 Health
Spirit 10,400 ✓ +19 Spirit Power

All three 6.4k thresholds are hit with the core build.

Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Melee Lifesteal 800 Lifestrike 3,200
Spirit Strike 800 Spirit Snatch 3,200
Extra Stamina 800 Arcane Surge 1,600
Close Quarters 800 Point Blank 3,200
Melee Charge 1,600 Crushing Fists 6,400
Extra Health 800 Colossus 6,400
Debuff Reducer 1,600 Unstoppable 6,400

Upgrade Strategy:

  1. Buy Melee Lifesteal early → becomes Lifestrike at mid-game
  2. Buy Spirit Strike early → becomes Spirit Snatch late
  3. Buy Extra Stamina early → becomes Arcane Surge
  4. Buy Melee Charge mid-game → becomes Crushing Fists

Imbued Ability Assignments

Arcane Surge (Passive Imbue)

Triggers automatically on dash-jump. Best used before:

  • Flawless Advance: +15% duration (8s → 9.2s), +15% range, +15 spirit power for more burst
  • Disengaging Sigil: +15% radius (6.5m → 7.5m) for better coverage

Slowing Hex (Active Imbue)

Recommended: Imbue Disengaging Sigil

  • Stacks with existing 30% slow
  • Creates layered slows for guaranteed chase/escape
  • Good synergy with Apollo's hit-and-run playstyle

Superior Duration (if purchased instead)

Recommended: Imbue Flawless Advance

  • Base duration: 8s → 10.24s (+28%)
  • More time to position and execute all 3 perfect lunges

Situational Items

vs Heavy CC (Dynamo, Kelvin, Mo & Krill)

Item Cost Why
Debuff Reducer 1,600 25% status resist baseline
Unstoppable 6,400 5.5s CC immunity active

vs Spirit Burst (Lady Geist, Pocket, Calico)

Item Cost Why
Counterspell 3,200 Parry blocks abilities, +150 heal on success
Dispel Magic 3,200 +16% spirit resist, cleanse active

Spirit burst heroes deal their damage in short windows. Counterspell's parry blocks a single burst ability, while Dispel Magic provides sustained spirit resist and a cleanse. Prioritize Counterspell if you can time it against telegraphed ults (Geist ult, Pocket barrage).

vs Sustained Spirit (Seven, Dynamo)

Item Cost Why
Dispel Magic 3,200 +16% spirit resist, cleanse active
Ethereal Shift 6,400 Dodge channeled abilities like Storm Cloud

Seven's Static Charge is sustained damage that ramps over time, not burst. Counterspell is less effective here since you can't parry a continuous beam. Stack spirit resist and use Ethereal Shift to escape Storm Cloud or Quantum Entanglement.

vs Gun Carries (Haze, Wraith, Grey Talon)

Item Cost Why
Metal Skin 3,200 5s bullet immunity
Warp Stone 3,200 +30% bullet resist on use
Colossus 6,400 35% resist active

Haze's Bullet Dance deals ~200 DPS baseline at mid-game. Over 4 seconds, that's 800+ damage. Metal Skin completely negates this if you can't Riposte through it.

vs Heavy Sustain (Abrams, Shiv, Lady Geist)

Item Cost Why
Healbane 1,600 -35% healing on spirit damage
Spirit Snatch 3,200 Already core, applies spirit resist shred

Decision Tree

LANE PHASE (0-10 min)
├── Buy Melee Lifesteal + Spirit Strike first
├── Trading well? → Add Close Quarters
└── Taking damage? → Add Extra Stamina for escape

MID GAME (10-20 min)
├── Upgrade Melee Lifesteal → Lifestrike
├── Need catch? → Slowing Hex
├── Need gap close? → Warp Stone
└── Need CDR? → Superior Cooldown

LATE GAME (20+ min)
├── Core: Crushing Fists + Spirit Snatch
├── vs CC heavy?
│   └── Unstoppable
├── vs Spirit burst?
│   └── Counterspell or Dispel Magic
├── vs Gun carries?
│   └── Metal Skin or Colossus
└── Snowballing?
    └── Phantom Strike for picks

Items NOT to Buy

Siphon Bullets (6,400)

Why it's bad: Apollo's gun is terrible (45 DPS, instant 25m falloff). Siphon Bullets requires sustained shooting to stack (6% lifesteal per stack, max 42%), but you lose stacks on death. As an assassin who dives, you will die. At the same 6,400 cost, Vampiric Burst gives 80% burst lifesteal + 40% fire rate with no stack risk.

Ethereal Shift (6,400)

Why it's usually bad: The 4s invincibility sounds good, but Apollo can't act during it and it cancels Itani Lo Sahn. At 6,400 souls, Colossus provides 35% resist + HP scaling that works WITH your kit, not against it. Only consider vs guaranteed burst (Haze ult) when Riposte is on cooldown.

Long Range (1,600)

Why it's bad: Apollo's gun has INSTANT falloff at 25m. This item literally does nothing for him.

Intensifying Magazine (1,600)

Why it's bad: Requires sustained shooting to ramp up damage. Apollo's 15 ammo and 2.63 fire rate means 5.7s to empty mag. You should be meleeing, not shooting.

Gun Carry Items Generally

Why they're bad: Any item that scales gun damage (Headshot Booster, Burst Fire, etc.) is inefficient on Apollo. His 45 DPS gun with instant falloff means these items provide minimal value compared to melee/spirit scaling.

Game Phase Strategy

Lane Phase (0-10 min)

  • Use Flawless Advance T1's heal to sustain in lane
  • Trade with melee → Spirit Strike proc → disengage
  • Save Riposte for enemy heavy melee or key abilities
  • Look for dives at 3.6k souls (ultimate unlock)

Mid Game (10-20 min)

  • Roam lanes with Flawless Advance mobility
  • Combo: Slowing Hex → Flawless Advance → Melee spam → Ult if needed
  • Contest urns - your burst is excellent in small skirmishes
  • Farm with melee for 100% soul confirmation

Late Game (20+ min)

  • Wait for team initiation, then dive priority targets
  • Full Combo: Riposte (1.8s stun) → Flawless Advance → Melee → Itani Lo Sahn finisher
  • Use Colossus active when diving into multiple enemies
  • Crushing Fists stun (6 stacks) enables guaranteed kills

Teamfight Priority

  1. Wait for initial cooldowns to be used
  2. Flank or Warp Stone into position
  3. Target enemy carry or spirit damage dealer
  4. Execute with Itani Lo Sahn when they're <50% HP
  5. Disengage with Disengaging Sigil if needed

Combo Reference

Basic Trade: Flawless Advance → Light Melee → Spirit Strike proc → Disengage

All-In Burst: Slowing Hex → Warp Stone → Flawless Advance (Perfect) → Light Melee spam → Itani Lo Sahn

Maximum Damage (with T3 Riposte): Riposte (1.8s stun) → Flawless Advance → Light Melee x2 → Itani Lo Sahn (guaranteed)

Escape: Disengaging Sigil (30% slow) → Flawless Advance away → Wall jump

Bebop Build Guide: Spirit Tank

Hero Overview

Bebop is a tanky initiator who excels at setting up kills through crowd control and area denial. Despite high ammo capacity, his 59 DPS makes him a spirit-focused hero rather than a gun carry.

Base Stats

Stat Value
Health 850 (+52/boon)
Stamina 3
DPS 59
Fire Rate 11.9/s
Ammo 66
Move Speed 6.45 m/s

Build Identity

This build maximizes ability damage and cooldown reduction while maintaining tankiness. Hyper Beam becomes your primary damage source with spirit scaling and lifesteal.

Why Spirit over Gun?

  • Sticky Bomb and Hyper Beam scale with spirit
  • 59 base DPS means gun items give poor returns
  • Hyper Beam T3 (+65% lifesteal) requires spirit investment to heal meaningfully

Ability Data

[1] Exploding Uppercut

Stat Value
Cooldown 22s
Damage 75
Radius 14m
Duration 5s (air time)

Upgrades:

  • T1 (-11s CD): PRIORITY - Makes it 11s CD
  • T2 (Gun buff): +40% weapon damage, 2x range for 9s on hero hit
  • T3 (17% Missing HP heal): Late-game sustain

[2] Sticky Bomb

Stat Value
Cooldown 18s
Damage 85 + spirit scaling
Radius 10m
Duration 3.5s (detonation delay)

Upgrades:

  • T1 (-8s CD): Reduces to 10s CD
  • T2 (+70 Damage): 155 base damage total
  • T3 (+5m/s for 3s): Mobility on cast

[3] Grapple Arm

Stat Value
Cooldown 23s
Cast Range 30m

Upgrades:

  • T1 (+20% weapon damage 6s): Minor gun buff
  • T2 (+30m range): 60m total range - priority if ganking
  • T3 (-11.5s CD): 11.5s cooldown

[4] Hyper Beam (Ultimate)

Stat Value
Cooldown 105s
DPS 160
Duration 11s
Beam Length 70m
Beam Width 2.9m

Upgrades:

  • T1 (-25s CD): 80s cooldown
  • T2 (+108 DPS): 268 DPS total - priority
  • T3 (65% lifesteal heroes): CORE - makes you nearly unkillable

Ability Unlock Priority

Level 1: Sticky Bomb [2]
Level 2: Exploding Uppercut [1]
Level 3: Grapple Arm [3]
Level 4: Hyper Beam [4]

Upgrade Priority

  1. Sticky Bomb T1 (spam for damage)
  2. Uppercut T1 (11s CD)
  3. Hyper Beam T1 (80s CD)
  4. Hyper Beam T2 (+108 DPS)
  5. Hyper Beam T3 (65% lifesteal)
  6. Sticky Bomb T2 (+70 damage)
  7. Grapple T2 (60m range) or Uppercut T2 (gun buff window)

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Spirit Spirit 800 +10 Spirit Power
Mystic Burst Spirit 800 +40 burst damage on abilities
Extra Health Vitality 800 +185 HP for lane trades
Sprint Boots Vitality 800 +2m sprint, map mobility
Extra Stamina Vitality 800 +1 stamina for movement

Early Game Totals: 4,000 souls

  • Spirit: 1,600 | Vitality: 2,400 | Weapon: 0

Mid Game (4k-15k souls)

Item Category Cost Purpose
Improved Spirit Spirit 1,600 +18 Spirit, +75 HP (upgrades Extra Spirit)
Superior Cooldown Spirit 3,200 +20% CDR - mandatory
Spirit Lifesteal Vitality 1,600 +16% ability lifesteal
Stamina Mastery Vitality 3,200 +2 stamina, movement (upgrades Extra Stamina)

Mid Game Totals: 9,600 souls (13,600 cumulative)

  • Spirit: 6,400 | Vitality: 7,200 | Weapon: 0

Late Game (15k+ souls)

Item Category Cost Purpose
Boundless Spirit Spirit 6,400 +35 Spirit, +15% Spirit (upgrades Improved Spirit)
Diviner's Kevlar Vitality 6,400 +1000 barrier on ult, +35 Spirit
Colossus Vitality 6,400 Tank mode, +300 HP + 15% base HP

Late Game Totals: 19,200 souls (32,800 cumulative)

Flex Slot Options

Item Category Cost When to Buy
Mystic Reverb Spirit 6,400 High damage games, 56.45% WR
Divine Barrier Vitality 6,400 vs CC/debuffs (cleanses Affliction)
Witchmail Vitality 6,400 vs spirit-heavy enemies, 56% WR
Infuser Vitality 6,400 Extended fights, 80% spirit lifesteal active

Category Investment Summary

Core Build (16 items)

Item Category Cost
Extra Spirit Spirit 800
Mystic Burst Spirit 800
Improved Spirit Spirit 1,600
Superior Cooldown Spirit 3,200
Boundless Spirit Spirit 6,400
Extra Health Vitality 800
Sprint Boots Vitality 800
Extra Stamina Vitality 800
Spirit Lifesteal Vitality 1,600
Stamina Mastery Vitality 3,200
Diviner's Kevlar Vitality 6,400
Colossus Vitality 6,400
Category Total Spent 4.8k Bonus
Weapon 0 ✗ (not needed for spirit build)
Vitality 20,000 ✓ +203 Health
Spirit 12,800 ✓ +19 Spirit Power

Build hits 4.8k in both Vitality and Spirit. Weapon investment is skipped because Bebop's gun is utility, not damage.


Upgrade Paths

Items that upgrade into other items:

T1/T2 Item Cost Upgrades Into Cost
Extra Spirit 800 Improved Spirit 1,600
Improved Spirit 1,600 Boundless Spirit 6,400
Extra Stamina 800 Stamina Mastery 3,200
Sprint Boots 800 Trophy Collector 3,200
Compress Cooldown 1,600 Superior Cooldown 3,200
Spirit Lifesteal 1,600 Infuser 6,400

Upgrade Strategy:

  1. Buy Extra Spirit early → upgrades to Improved Spirit at ~5k souls
  2. Buy Extra Stamina → upgrades to Stamina Mastery at ~10k souls
  3. Buy Spirit Lifesteal → optionally upgrade to Infuser late game
  4. Improved Spirit → upgrade to Boundless Spirit as first T4

Imbued Ability Assignments

Compress Cooldown → Sticky Bomb [2]

Sticky Bomb is your primary damage ability with 18s base CD.

  • With T1 upgrade: 10s base CD
  • With Compress Cooldown (-18%): 8.2s CD
  • This allows constant bomb pressure in fights

Mystic Reverb → Sticky Bomb [2]

If you buy Mystic Reverb (6,400):

  • 50% of Sticky Bomb damage echoes to enemies within 16m
  • +27% Spirit Lifesteal on imbued ability
  • Bomb base: 85 + upgrades + spirit scaling
  • Echo adds massive AoE damage in grouped fights

Duration Extender → Hyper Beam [4]

If you buy Duration Extender (1,600) or Superior Duration (3,200):

  • Hyper Beam: 11s → 13.4s duration (+22%)
  • Or with Superior Duration: 11s → 14.08s (+28%)
  • ~500+ additional damage per second of extended beam

Full Build Paths

Standard Spirit Tank

Early:    Extra Spirit → Mystic Burst → Extra Health → Sprint Boots
Mid:      Improved Spirit → Superior Cooldown → Spirit Lifesteal → Stamina Mastery
Late:     Boundless Spirit → Diviner's Kevlar → Colossus
Flex:     Mystic Reverb OR Divine Barrier

Anti-Spirit Build

vs Seven, Infernus, Pocket, Lady Geist:

Early:    Extra Spirit → Mystic Burst → Extra Health
Mid:      Superior Cooldown → Spirit Lifesteal → Dispel Magic
Late:     Boundless Spirit → Witchmail → Divine Barrier

Maximum Damage

For snowballing games:

Early:    Extra Spirit → Mystic Burst → Extra Health
Mid:      Superior Cooldown → Improved Spirit → Healbane
Late:     Boundless Spirit → Mystic Reverb → Infuser

Situational Decision Tree

Start: What's the enemy comp?

├── Heavy CC (Mo & Krill, Dynamo, Haze)?
│   └── Buy Dispel Magic (3,200) or Unstoppable (6,400)
│       └── Can cleanse during Hyper Beam channel
│
├── Heavy Spirit Damage (Seven, Pocket, Infernus)?
│   └── Buy Witchmail (6,400) - 56% WR
│       └── +20% Spirit Resist, CDR when taking spirit damage
│
├── Heavy Sustain (Abrams, Shiv, Lady Geist)?
│   └── Buy Healbane (1,600) early
│       └── -35% healing on spirit damage, +275 heal on kill
│
├── Getting burst down during ult?
│   └── Buy Diviner's Kevlar (6,400)
│       └── +1000 barrier when casting Hyper Beam
│
└── Default: Follow standard build path

Situational Items

vs Spirit-Heavy Comps

Item Cost Why
Witchmail 6,400 +20% Spirit Resist, CDR on spirit damage taken
Ethereal Shift 6,400 Invuln to survive burst, +30% Spirit Resist after
Divine Barrier 6,400 Cleanses DOTs (Infernus burn, Pocket affliction)

vs Gun-Heavy Comps

Item Cost Why
Colossus 6,400 +35% Bullet Resist during active
Veil Walker 3,200 +175 HP, stealth for repositioning

vs Heavy CC

Item Cost Why
Dispel Magic 3,200 Cleanse + heal, +16% Spirit Resist
Unstoppable 6,400 Immune to stun/silence/sleep/root for 5.5s
Divine Barrier 6,400 Removes all non-stun debuffs

vs Heavy Healing

Item Cost Why
Healbane 1,600 -35% healing on spirit damage
Toxic Bullets 3,200 -30% healing, 2% max HP bleed
Decay 3,200 -45% healing, % current HP damage

Items NOT to Buy

Siphon Bullets (6,400)

CLI Data: Steals 35 HP per hit (1.2s proc cooldown), +1 stack per hit/kill, lose 2 stacks on death.

Bebop has 59 DPS - one of the lowest in the game. At 11.9 fire rate with 1.2s proc cooldown, you proc this roughly every 1.2 seconds. That's ~29 HP/s healing while shooting. Vampiric Burst (same cost) gives +34% fire rate and +80% burst lifesteal active - far better for a hero who only shoots during specific windows.

Gun-Focused Items

Item Cost Why NOT
Headshot Booster 800 59 DPS means headshots add minimal value
Kinetic Dash 1,600 +25% fire rate on 59 DPS = ~15 extra DPS
Glass Cannon 6,400 Spirit items scale abilities better
Ricochet 6,400 Need high fire rate to be effective

Bebop's gun is for last-hitting and proccing Toxic Bullets, not damage.

Trap Items for Spirit Builds

Item Cost Why NOT
Mystic Vulnerability 1,600 Shreds 0% resist early - useless until enemies buy spirit resist
Torment Pulse 3,200 27 dmg/1.4s = ~19 DPS sustained, doesn't match burst playstyle

Game Phase Strategy

Lane Phase (0-10 min)

  1. Trading: Use Sticky Bomb to poke, don't commit without hook
  2. Wave Clear: Gun the wave, melee troopers for full souls
  3. Kill Setup: Hook → Bomb → Uppercut for guaranteed burst
  4. Power Spike: Hyper Beam unlock at ~3.6k souls

Lane Combo:

Grapple Arm (pull enemy) → Sticky Bomb (attach) → Exploding Uppercut (launch)
→ Wait for bomb explosion while they're airborne = guaranteed damage

Mid Game (10-20 min)

  1. Rotations: 60m Grapple range (T2) enables ganks
  2. Objective Control: Hyper Beam zones enemies off urns/mid-boss
  3. Teamfights: Hook priority target → combo → ult cleanup
  4. Farm: Superior Cooldown lets you clear camps quickly with abilities

Power Spike: Superior Cooldown (3,200) + Spirit Lifesteal (1,600) = sustain + spam

Late Game (20+ min)

  1. Teamfights: Diviner's Kevlar → Hyper Beam = 1000 barrier + 268 DPS + 65% lifesteal
  2. Initiation: Hook backline carry → full combo
  3. Peel: Uppercut to launch divers away from your backline
  4. Zone Control: 70m Hyper Beam controls entire areas

Hyper Beam Usage:

  • T2 + T3 upgrades: 268 DPS × 65% lifesteal = 174 HP/s healing on heroes
  • With Diviner's Kevlar: +1000 barrier at start
  • With Spirit Lifesteal (16%): additional ~43 HP/s
  • Result: You heal ~217 HP/s while dealing massive damage

Matchup Notes

Strong Against

  • Immobile carries (Vindicta, Grey Talon): Hook → combo = death
  • Grouped teams: Hyper Beam + Mystic Reverb AoE
  • Low CC comps: Free Hyper Beam channels

Weak Against

  • High mobility (Lash, Pocket): Hard to land hooks
  • Interrupt abilities (Haze Sleep Dagger, Mo & Krill grab): Cancels Hyper Beam
  • Ethereal Shift heroes: Can dodge your entire combo

Danger: Hyper Beam Interrupts

Hero Ability Counter
Haze Sleep Dagger Dispel Magic / Unstoppable
Mo & Krill Burrow Don't ult until they use it
Dynamo Singularity Stay at range
Seven Power Surge (stun) Dispel Magic

Movement Tech (From Wiki)

Stamina Mastery is mandatory on Bebop since movement nerfs. Here's why:

"Movement tech: Best way to get around on Superior Stamina is sideways air dashes - jump and immediately sideways dash or double dash. Fast in the air instead of fast on the ground."

With Stamina Mastery (+2 stamina, -18% cooldown, +23% air movement):

  • 5 total stamina (3 base + 2 item)
  • Air dashes are 23% faster
  • Faster rotations, better escapes, more hook angles

Sources

  • Tracklock.gg build data (56.45% WR Mystic Reverb, 44% pick rate Superior Cooldown)
  • Wiki recommended build (T's Hybrid Bebop)
  • INSIGHTS.md movement meta notes

Billy Build Guide: Battering Ram Brawler

Hero Overview

Billy is a Brawler who dominates close-quarters combat through melee synergies and sustained damage. His kit rewards aggressive play with melee hits restoring ammo and boosting his max health through Blasted.

Key Insight: Billy is the fastest early-game jungler in Deadlock. His double-melee combo clears camps faster than any other hero, and camps take increased melee damage. Exploit this with Cultist Sacrifice.

Base Stats

Stat Value
Health 790 (+43/boon)
Stamina 3
Move Speed 7.0 m/s / 8.6 m/s sprint
DPS 74
Fire Rate 11.8/s
Bullet Damage 6.3 (+0.165/boon)
Ammo 30
Light Melee 50 (+1.58/boon)
Heavy Melee 116 (+3.67/boon)
Falloff 14m-32m

Abilities

Ability Cooldown Key Stats Upgrade Priority
Bashdown (1) 35s 8m radius, knockup T1 first (-10s CD)
Rising Ram (2) 30s Gap close + launch T2 second (+35 Weapon Damage)
Blasted (3) 27s 8s empowered state T1 for +2.25 m/s
Chain Gang (4) 150s 13m radius, 2.8s chain T1 after core maxed

Upgrade Order:

  1. Rising Ram T2 - +35 Weapon Damage for 5s on hit (synergizes with gun build)
  2. Blasted T1 - +2.25 m/s move speed
  3. Bashdown T1 - -10s cooldown (35s → 25s)
  4. Chain Gang T1 - -25s cooldown
  5. Max Bashdown - T3 gives 60% Heavy Melee Damage
  6. Max Blasted - T3 gives +50 Melee Bonus Health
  7. Max Rising Ram - T3 gives +6.5% Max Health damage
  8. Max Chain Gang - T2/T3 are powerful but long CD

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Melee Lifesteal Vitality 800 Lane sustain, 100 HP heal per melee
Close Quarters Weapon 800 +20 Weapon Damage at <15m
Monster Rounds Weapon 800 +25% damage vs NPCs, jungle farming
Extra Health Vitality 800 +185 HP for trades
Spirit Strike Spirit 800 +40 Spirit Damage on melee, -6% Spirit Resist

Early Game Total: 4,000 souls

Lane Strategy:

  • Trade with Blasted active → melee → shoot amplified bullets
  • Melee Lifesteal sustains you through trades
  • Push wave, farm camps between waves
  • Your gun + melee combo is devastating early

Mid Game (4k-15k souls)

Item Category Cost Purpose
Cultist Sacrifice Weapon 3,200 +150% bonus souls, jungle domination
Lifestrike Vitality 3,200 Upgrade Melee Lifesteal: 50% melee heal + 160 flat
Point Blank Weapon 3,200 Upgrade Close Quarters: +50 Weapon Damage + slow
Spirit Snatch Spirit 3,200 Upgrade Spirit Strike: steal 12 resist + 15 power
Extra Spirit Spirit 800 Component for Surge of Power
Surge of Power Spirit 3,200 +24 Spirit Power imbued, full move speed while shooting

Mid Game Total: 16,800 souls (from lane start)

Mid Game Strategy:

  • Get Cultist Sacrifice by 8 minutes
  • Perma-roam jungle, taking tier 2 and tier 3 camps
  • Billy clears camps faster than any other hero
  • Solo/duo kills have high soul return this meta
  • Surgeof Power on Bashdown lets you skip Fleet Foot

Late Game (15k+ souls)

Item Category Cost Purpose
Superior Duration Spirit 3,200 +28% duration: Chain Gang 2.8s → 3.58s
Colossus Vitality 6,400 +15% Base HP, +35% resists active, enemy slow aura
FLEX SLOT - 6,400 See situational section

Late Game Additions: 9,600 souls

Late Game Strategy:

  • Colossus active + Chain Gang = enemies can't escape
  • Pull everyone in, slam with Bashdown, mop up
  • 15% Base Health on 4,000+ HP Billy is massive value
  • Superior Duration extends both Chain Gang and Blasted

Category Investment Summary

Core Build (7 items)

Item Category Cost
Lifestrike Vitality 3,200
Point Blank Weapon 3,200
Cultist Sacrifice Weapon 3,200
Spirit Snatch Spirit 3,200
Surge of Power Spirit 3,200
Superior Duration Spirit 3,200
Colossus Vitality 6,400
Category Total Spent 4.8k Bonus
Weapon 6,400 ✓ +18% Weapon Damage
Vitality 9,600 ✓ +203 Health
Spirit 9,600 ✓ +19 Spirit Power

All three 4.8k thresholds are hit with core build.


Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Melee Lifesteal 800 Lifestrike 3,200
Close Quarters 800 Point Blank 3,200
Monster Rounds 800 Cultist Sacrifice 3,200
Spirit Strike 800 Spirit Snatch 3,200
Extra Spirit 800 Surge of Power 3,200
Extra Health 800 Colossus 6,400
Duration Extender 1,600 Superior Duration 3,200

Upgrade Strategy:

  1. Buy Monster Rounds early → component of Cultist Sacrifice
  2. Buy Melee Lifesteal in lane → component of Lifestrike
  3. Close Quarters upgrades to Point Blank mid-game
  4. Extra Health waits until late game for Colossus

Imbued Ability Assignments

Surge of Power → Imbue BASHDOWN (1)

Recommended: Imbue Bashdown

  • Bashdown has 25s cooldown (with T1), frequent proc opportunity
  • +24 Spirit Power increases Bashdown damage
  • Move speed buff lets you chase after slam
  • Full speed while shooting = maximum DPS uptime after knockdown
  • Maintains pressure while enemies are knocked up

Superior Duration → Imbue CHAIN GANG (4)

Recommended: Imbue Chain Gang

  • Chain duration: 2.8s → 3.58s (+0.78s)
  • Extra time for allies to collapse on chained targets
  • More time to deal damage before pull

Alternative: Imbue Blasted (3)

  • Blasted duration: 8s → 10.24s (+2.24s)
  • Longer empowered window for sustained fights
  • Choose this if team fights are extended

Full Build Paths

Standard Build (vs Balanced Teams)

Early: Melee Lifesteal → Close Quarters → Monster Rounds → Extra Health → Spirit Strike
Mid:   Cultist Sacrifice → Lifestrike → Point Blank → Spirit Snatch → Surge of Power
Late:  Superior Duration → Colossus → Frenzy

VS Spirit-Heavy Teams

Early: Melee Lifesteal → Close Quarters → Monster Rounds → Extra Health → Spirit Strike
Mid:   Cultist Sacrifice → Lifestrike → Point Blank → Spirit Snatch → Surge of Power
Late:  Superior Duration → Colossus → Frenzy → Unstoppable

Frenzy gives +30% Spirit Resist below 50% HP. Billy fights low HP anyway - perfect synergy.

VS CC-Heavy Teams

Early: Melee Lifesteal → Close Quarters → Monster Rounds → Extra Health → Spirit Strike
Mid:   Cultist Sacrifice → Lifestrike → Point Blank → Spirit Snatch → Surge of Power
Late:  Superior Duration → Colossus → Unstoppable → Diviner's Kevlar

Unstoppable prevents chain CC. Diviner's Kevlar gives 1000 barrier on Chain Gang cast.

VS Mobile/Kiting Teams

Early: Melee Lifesteal → Close Quarters → Monster Rounds → Extra Health → Spirit Strike
Mid:   Cultist Sacrifice → Lifestrike → Point Blank → Spirit Snatch → Surge of Power
Late:  Superior Duration → Colossus → Phantom Strike → Greater Expansion

Phantom Strike teleports 25m to target. Greater Expansion increases Chain Gang radius from 13m to 17.55m.


Decision Tree

                        [Start]
                           |
         ┌─────────────────┴─────────────────┐
         │                                   │
    [Winning Lane?]                    [Losing Lane?]
         │                                   │
    Rush Cultist                      Farm safe, get
    by 8 minutes                      Lifestrike first
         │                                   │
         └─────────────────┬─────────────────┘
                           │
                     [Mid Game]
                           |
         ┌─────────────────┴─────────────────┐
         │                                   │
   [Gun Damage Good?]                 [Getting Kited?]
         │                                   │
   Point Blank →                      Surge of Power →
   Cultist Sacrifice                  Greater Expansion
         │                                   │
         └─────────────────┬─────────────────┘
                           │
                     [Late Game]
                           |
    ┌──────────┬──────────┼──────────┬──────────┐
    │          │          │          │          │
 [vs Spirit] [vs CC]  [vs Guns]  [vs Mobile] [Default]
    │          │          │          │          │
  Frenzy   Unstoppable  Fortitude  Phantom    Colossus
    +          +          +        Strike        +
  Unstop   Diviner's   Colossus     +        Superior
           Kevlar                 Greater     Duration
                                 Expansion

Situational Items

VS Spirit-Heavy Comps

Item Cost When to Buy
Frenzy 6,400 Below 50% HP: +30% Spirit Resist. Billy fights low HP anyway.
Unstoppable 6,400 Suppress Seven ult, Infernus afterburn, DOT effects

VS Gun-Heavy Comps

Item Cost When to Buy
Colossus 6,400 CORE - +35% Bullet Resist active
Fortitude 3,200 +375 HP, +2% Max HP Regen after 13s
Warp Stone 3,200 +30% Bullet Resist for 6s after teleport

VS Heavy CC Comps

Item Cost When to Buy
Unstoppable 6,400 5.5s immunity to Stun/Silence/Sleep/Root/Disarm
Diviner's Kevlar 6,400 1000 barrier on Chain Gang cast - survive counter-initiation

VS Mobile/Kiting Teams

Item Cost When to Buy
Phantom Strike 6,400 25m teleport to target, pull down + disarm
Greater Expansion 3,200 Chain Gang 13m → 17.55m radius

Items NOT to Buy

Siphon Bullets (6,400)

  • Actual Stats: 6% lifesteal per stack, max 7 stacks (42%), stacks lost on death
  • Why It's Bad: Same cost as Vampiric Burst but requires 14+ kills to build stacks. Billy's 74 DPS isn't high enough to stack efficiently. His melee sustain (Lifestrike heals 160+ per hit) is far superior to bullet lifesteal.

Bullet Lifesteal (1,600)

  • Actual Stats: 15% bullet lifesteal, half effective vs non-heroes
  • Why It's Bad: Billy's 74 DPS × 15% = ~11 HP/s from bullets. Lifestrike heals 50% melee damage + 160 flat = 200+ HP per melee hit on a 4s cooldown. Melee sustain is always better on Billy.

Long Range (1,600)

  • Actual Stats: +20% Weapon Damage at 30m+
  • Why It's Bad: Billy's falloff starts at 14m. His entire kit (Bashdown 8m, Chain Gang 13m, close quarters bonuses) requires him to be in melee range. You should never be at 30m.

Sharpshooter (3,200)

  • Actual Stats: +35% Weapon Damage at 30m+
  • Why It's Bad: Same problem as Long Range but costs twice as much. Billy is a close-range brawler. This item actively contradicts his playstyle.

Game Phase Strategy

Lane Phase (0-8 minutes)

Trading Pattern:

  1. Activate Blasted before engaging
  2. Rising Ram into enemy (T2 gives +35 weapon damage)
  3. Heavy melee (procs Lifestrike heal + slow)
  4. Shoot amplified bullets at Wrecked target
  5. Bashdown if they try to escape

Jungle Priority:

  • Billy clears camps faster than any other hero
  • Clear wave, then immediately hit nearby camp
  • Double melee combo: Bashdown → Heavy Melee
  • Even tier 3 camps are efficient due to melee damage bonus

Mid Game (8-20 minutes)

Cultist Sacrifice Rotation:

  1. Get Cultist Sacrifice by 8 minutes
  2. Sacrifice a tier 2 or tier 3 camp NPC
  3. 160-second buff: +8% weapon damage, +1 ability charge
  4. With 2 Bashdown charges, your combo potential doubles
  5. Roam for kills while farming enemy jungle

Power Spike:

  • 8k souls: Cultist + Lifestrike + Point Blank
  • This is Billy's first major teamfight spike
  • Rising Ram → Bashdown → Melee → Shoot = massive burst

Late Game (20+ minutes)

Team Fight Pattern:

  1. Flank from unexpected angle
  2. Chain Gang multiple enemies (aim for 2-3)
  3. Activate Colossus (30% slow aura)
  4. Bashdown the clumped enemies
  5. Heavy melee priority targets (procs all melee items)
  6. Mop up with amplified bullets

Chain Gang Timing:

  • Wait for enemy to group for objectives
  • Don't initiate into full enemy team alone
  • Best used as follow-up to ally CC
  • Or to catch fleeing enemies after won fight

Counters and Weaknesses

Billy Struggles Against:

  • Kiting Heroes (Vindicta, Grey Talon): Can't reach them
    • Counter: Phantom Strike, Greater Expansion
  • Heavy CC (Dynamo Singularity, Seven Ult): Interrupted mid-combo
    • Counter: Unstoppable, Diviner's Kevlar
  • Anti-Heal (Toxic Bullets, Healbane): Reduces Lifestrike value
    • Counter: Stack more HP with Fortitude, Colossus

Billy is Strong Against:

  • Immobile Carries (Haze without ult, McGinnis): Easy Chain Gang targets
  • Low HP Mages (Pocket, Geist): Can't survive Billy combo
  • Grouped Teams: Chain Gang + Bashdown hits multiple targets

Summary

Billy is a melee-focused brawler who excels at close-range combat and jungle farming. Build gun damage early to synergize with Rising Ram T2, then transition into melee sustain items. Cultist Sacrifice by 8 minutes enables perma-roaming for kills and farm advantage.

Core Philosophy:

  • Gun items early (Rising Ram T2 synergy)
  • Melee sustain mid (Lifestrike, Spirit Snatch)
  • Tank late (Colossus + Superior Duration)
  • Hit all three 4.8k category thresholds

Win Condition: Catch 2-3 enemies with Chain Gang, Bashdown the clump, and let your team collapse. Billy's job is disruption and sustained damage, not one-shotting - he wins through attrition and lockdown.

Calico - Spirit Assassin Build

Archetype: Spirit Assassin / Burst Melee Difficulty: Medium-High (positioning dependent) Win Rate Reference: 54.0% (Tracklock.gg, 797 matches)

Hero Overview

Calico is a high-mobility spirit assassin who excels at picking off isolated targets and rotating across the map faster than any other hero. Her kit revolves around burst damage with Leaping Slash and Gloom Bombs, escape/repositioning with Return to Shadows, and unmatched map presence with Ava (cat form).

Core Stats

Stat Value Notes
Health 700 (+37/boon) Very low - build defensively
Stamina 3 Good mobility baseline
Move Speed 7.2 m/s High base speed
Weapon DPS 80 (8 pellets) Shotgun, 20m-58m falloff
Light Melee 63 Prefer over heavy melee
Heavy Melee 116 1.84x ratio - inefficient

Key Mechanic: Leaping Slash Item Interaction

CRITICAL: Leaping Slash counts as light melee for item proc purposes. This means:

  • Spirit Strike: 2x cooldown (8s → 16s)
  • Spirit Snatch: 70% effectiveness
  • Melee Lifesteal: 1.5x cooldown (8s → 12s)

Melee items are less efficient on Calico than on true melee heroes. Prioritize spirit scaling and cooldown reduction instead.

Ability Data

Ability Base T1 T2 T3 Priority
Gloom Bombs [1] 45 dmg, 14s CD -3s CD +16.2 dmg +3 grenades 2nd
Leaping Slash [2] 94.5 dmg, 40 heal, 11s CD +25 heal +49.5 dmg 50% CD refund 1st
Ava [3] 16s dur, +65% speed, 45s CD +14s dur +45% speed -20s CD, +35 regen 3rd
Return to Shadows [4] 140 dmg, 3s untarget, 60s CD -25s CD +67.5 dmg, +20% speed +6s dur, +18% dmg When available

Ability Upgrade Order

  1. Level 1: Leaping Slash [2] - Your primary engage and sustain
  2. Level 2: Gloom Bombs [1] - Zone control and poke
  3. Level 4: Ava [3] - Map rotations and farm
  4. Level 6: Return to Shadows [4] - Ultimate

Upgrade Priority: Max Leaping Slash first (T3 gives 50% CD refund on hero hit), then Gloom Bombs, then Ava. Upgrade ult whenever available.

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Regen Vitality 800 Lane sustain
Sprint Boots Vitality 800 Mobility + regen
Extra Spirit Spirit 800 Ability scaling
Mystic Burst Spirit 800 +40 burst on abilities
Extra Stamina Vitality 800 Engage mobility

Early Game Total: 4,000 souls

Mid Game (4k-15k souls)

Item Category Cost Purpose
Improved Spirit Spirit 1,600 +18 spirit, +75 HP
Enduring Speed Vitality 1,600 +2m speed, 25% slow resist
Compress Cooldown Spirit 1,600 18% CDR (imbue Leaping Slash)
Cold Front Spirit 1,600 60% slow, engage tool
Reactive Barrier Vitality 1,600 CC protection + stamina
Superior Cooldown Spirit 3,200 20% CDR all abilities
Torment Pulse Spirit 3,200 Sustained damage aura

Mid Game Total: 14,400 souls (Running: 18,400)

Late Game (15k+ souls)

Item Category Cost Purpose
Arctic Blast Spirit 6,400 FREEZE + burst
Transcendent Cooldown Spirit 6,400 25% CDR abilities + items
Bullet Resilience Vitality 3,200 Anti-gun survivability

Late Game Total: 16,000 souls (Running: 34,400)

Flex Slot (Choose 1-2)

Item Category Cost When
Dispel Magic Vitality 3,200 vs DOT/CC (Infernus, Seven)
Spirit Resilience Vitality 3,200 vs Spirit-heavy teams
Fortitude Vitality 3,200 If dying too fast
Arcane Surge Spirit 1,600 More engage burst
Boundless Spirit Spirit 6,400 Luxury damage scaling

Category Investment Summary

Core Build (16 items)

Item Category Cost
Extra Regen Vitality 800
Sprint Boots Vitality 800
Extra Stamina Vitality 800
Enduring Speed Vitality 1,600
Reactive Barrier Vitality 1,600
Bullet Resilience Vitality 3,200
Extra Spirit Spirit 800
Mystic Burst Spirit 800
Improved Spirit Spirit 1,600
Compress Cooldown Spirit 1,600
Cold Front Spirit 1,600
Superior Cooldown Spirit 3,200
Torment Pulse Spirit 3,200
Arctic Blast Spirit 6,400
Transcendent Cooldown Spirit 6,400
Category Total Spent 4.8k Bonus
Weapon 0 ✗ Not needed - spirit build
Vitality 8,800 ✓ +203 Health
Spirit 27,200 ✓ +19 Spirit Power

Note: Weapon category intentionally skipped. Calico's shotgun has severe falloff and she relies on spirit damage, not bullets. The 4.8k weapon bonus (+18% weapon damage) provides minimal value compared to more spirit/vitality investment.

Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Extra Spirit 800 Improved Spirit 1,600
Improved Spirit 1,600 Boundless Spirit 6,400
Sprint Boots 800 Enduring Speed 1,600
Extra Stamina 800 Arcane Surge 1,600
Extra Health 800 Fortitude 3,200
Cold Front 1,600 Arctic Blast 6,400
Compress Cooldown 1,600 Superior Cooldown 3,200
Superior Cooldown 3,200 Transcendent Cooldown 6,400

Upgrade Strategy:

  1. Extra Spirit → Improved Spirit early for scaling
  2. Sprint Boots → Enduring Speed for combat mobility
  3. Cold Front → Arctic Blast is your biggest late-game spike
  4. Complete the full CDR chain for maximum ability uptime

Imbued Ability Assignments

Compress Cooldown → Leaping Slash [2]

Leaping Slash is Calico's primary ability - engage, damage, and sustain all in one.

  • Base cooldown: 11s
  • With Compress Cooldown (18% CDR): 9s
  • With T3 upgrade (50% refund on hero hit): 4.5s effective
  • With full CDR chain (~40% total): ~2.7s on successful hits

This creates a playstyle where you're constantly dashing through enemies, healing, and repositioning.

Alternative: Imbue Gloom Bombs [1]

  • Only if you're playing a more poke-focused style
  • Reduces CD from 14s to 11.5s (or 8.5s with T1 upgrade)

Situational Items

vs Spirit-Heavy (Seven, Infernus, Pocket)

Item Cost Purpose
Dispel Magic 3,200 Cleanse DOTs + 16% spirit resist
Spirit Resilience 3,200 +30% resist (+22% below 40% HP)
Counterspell 3,200 Parry blocks abilities, +150 heal

vs Gun-Heavy (Haze, Wraith, Grey Talon)

Item Cost Purpose
Bullet Resilience 3,200 +30% resist (+22% below 40% HP)
Metal Skin 3,200 5s bullet immunity active
Veil Walker 3,200 Stealth + heal through veils

vs Heavy CC (Mo & Krill, Dynamo, Lash)

Item Cost Purpose
Reactive Barrier 1,600 Auto-barrier + stamina on CC
Dispel Magic 3,200 Active cleanse
Counterspell 3,200 Parry blocks abilities

Decision Tree

                    [Game Start]
                         |
         +---------------+---------------+
         |                               |
    [Lane Phase]                    [Trading OK?]
    Buy: Extra Regen                     |
    Sprint Boots               Yes: Add Mystic Burst
    Extra Spirit               No: Add Extra Health
         |
    [First Back ~2.5k]
         |
    [Enemy Comp Check]
         |
    +----+----+----+
    |         |    |
   Gun     Spirit  Mixed
    |         |    |
   Get      Get   Get
  Reactive  Dispel Cold
  Barrier   Magic  Front
         |
    [8k Souls - Core Online]
         |
    Superior Cooldown + Torment Pulse
         |
    [15k Souls - Teamfight Ready]
         |
    +----+----+
    |         |
  Ahead    Behind
    |         |
  Arctic   Bullet/Spirit
  Blast    Resilience first
         |
    [25k+ Souls - Full Build]
         |
    Transcendent Cooldown

Items NOT to Buy

Siphon Bullets (6,400 Vitality T4)

  • 6% bullet lifesteal per stack (max 7 stacks = 42%)
  • Stacks lost on death
  • Why it's bad: Calico's shotgun has 8 pellets but massive falloff. You can't stack efficiently at range, and you're too squishy to stay in close-range gunfights. You will die and lose stacks. Torment Pulse provides better sustained damage.

Spirit Burn (6,400 Spirit T4)

  • Explosion on significant spirit damage, 50% heal reduction
  • Why it's bad: Spirit Burn requires repeated spirit damage ticks to proc consistently. Calico is a burst hero - Leaping Slash and Gloom Bombs deal their damage in single instances, not repeated ticks. You won't proc Spirit Burn reliably.

Ethereal Shift (6,400 Spirit T4)

  • 4s untargetable float
  • Why it's bad: Return to Shadows already provides 3s untargetable (6s with T3). Paying 6,400 for a redundant escape is inefficient. Arctic Blast or Transcendent Cooldown provide more value.

Heavy Melee Items (Melee Charge, Crushing Fists)

  • Calico's heavy/light melee ratio is 1.84x (below 2.0x threshold)
  • Light melee spam is more efficient
  • Leaping Slash already provides melee-scaled damage

Game Phase Strategy

Lane Phase (0-8 min)

Opening: Buy Extra Regen and Sprint Boots for sustain and positioning.

Trading Pattern:

  1. Poke with Gloom Bombs for zone control
  2. Only commit Leaping Slash when you can guarantee the hit (need the heal)
  3. Use shotgun at close range after Leaping Slash lands
  4. Back off and repeat

Farm Efficiency:

  • Use Ava between waves to farm boxes
  • Pounce destroys boxes instantly
  • Hidden minimap means safe rotations
  • Target 3.2k souls by 6 minutes

Power Spike: At 2.8k souls with Extra Spirit + Mystic Burst, your Leaping Slash deals 134 damage. This is your first kill pressure.

Mid Game (8-20 min)

Core Pattern:

  1. Shove wave
  2. Ava to rotate/gank
  3. Find isolated targets
  4. Cold Front slow → Leaping Slash → Gloom Bombs → shotgun cleanup

Urn Strategy:

  • Calico is excellent for urn runs (Ava + hidden minimap)
  • Can deliver from unexpected angles
  • Use Return to Shadows defensively if caught

Objective Priorities:

  1. Sinners at 8 minutes (farm efficiently)
  2. Contest urns at 10 minutes
  3. Gank losing lanes to create pressure
  4. Take walkers after winning fights

Key Item Timing: Superior Cooldown by 12 minutes enables constant pressure.

Late Game (20+ min)

Teamfight Role: Flank assassin, NOT frontline.

Engage Combo:

  1. Approach from veil/flank (ideally with Ava)
  2. Arctic Blast → 0.75s FREEZE
  3. Leaping Slash into frozen targets (easy hit)
  4. Torment Pulse chips while you reposition
  5. Gloom Bombs for area denial
  6. Return to Shadows to escape or reposition for second pass

Target Priority:

  1. Backline carries (Haze, Wraith, Seven)
  2. Supports (Ivy, Paige)
  3. Don't focus tanks unless they're isolated

Save Your Ult: Return to Shadows is your only hard escape. Don't waste it offensively unless you have a guaranteed kill and safe exit.

Objective Control:

  • Use Ava for mid boss rotations
  • Can check pit safely while hidden
  • Fast walker rotations after fights

Counter-Play Awareness

Threats to Watch

Haze: Her Bullet Dance deals ~2000 damage over 4s. Use Return to Shadows to dodge it or Metal Skin if you have it. Don't engage without tracking her ult cooldown.

Lash: Ground Strike can delete you. Stay mobile, don't clump with teammates, and save a dash to dodge the slam indicator.

Seven: Storm Cloud zones you out of teamfights. Buy Dispel Magic to cleanse the stun component. Don't chase into his power.

Vindicta: Can snipe you from outside your engage range. Use veils and Ava's hidden minimap to approach. Time your dive when her stake is on cooldown (10s window).

What Counters You

  • Long-range poke (Grey Talon, Vindicta)
  • AOE damage (Seven, Dynamo)
  • Hard CC that catches you mid-Leaping Slash
  • Silence effects that prevent Return to Shadows escape

Your Strengths

  • Isolated 1v1s against squishies
  • Map rotations and objective steals
  • Flanking during chaotic teamfights
  • Chasing down low-health enemies

Celeste Build Guide: Spirit Kite

Build Archetype: Spirit Burst / Sustained Damage Win Condition: Stack Radiant Daggers, kite with aerial mobility, devastate team fights with Shining Wonder

Hero Overview

Celeste is a spirit-focused marksman who excels at kiting enemies with her floaty aerial movement while stacking spirit amplification through Radiant Daggers. Her weapon is weak (47.9 DPS, 8 ammo), but her abilities scale extremely well with spirit power, especially when maintaining Radiant Daggers stacks.

Core Stats

Stat Value Notes
Health 750 (+35/boon) Very low - vulnerable to burst
Stamina 4 Good for kiting
Move Speed 6.2 m/s Average
DPS 47.9 Low - abilities carry
Ammo 8 Very small magazine
Fire Rate 1.67/s Slow
Falloff 150m-200m Excellent range

Innate Passive: -20% Gravity, +50% Air Control, +25% Air Acceleration

Ability Data

Ability CD Damage Key Mechanic
Light Eater 20s (10s T1) 50 (+0.35 spirit) flare, 25 (+0.23) on-hit 20% Spirit Lifesteal, 12s duration
Dazzling Trick 35s (17s T3) Barrier 120 (+1.1 spirit) 1.75s silence when barrier broken
Radiant Daggers 30s (18s T2) 65 (+0.49 spirit) +8% Spirit Amp/stack (max 6 = 48%)
Shining Wonder 140s (105s T3) 115 (+0.63 spirit) 8 bounces (18 T3), 40% slow

Ability Priority

Light Eater T1 → Radiant Daggers T1 → Radiant Daggers T2 → Light Eater T2 →
Radiant Daggers T3 → Shining Wonder T1 → Dazzling Trick T3 → Shining Wonder T3

Rationale:

  • Light Eater T1 first: 10s CD enables constant sustain/trading
  • Radiant Daggers T1 second: +2 charges essential for building stacks
  • Radiant Daggers T3 is massive: +11% Spirit Amp/stack = 66% max amp
  • Dazzling Trick T3: Enables Shining Wonder to bounce off your barrier

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Spirit Spirit 800 +10 Spirit Power
Mystic Burst Spirit 800 +40 burst damage on abilities (14s CD)
Sprint Boots Vitality 800 +2m Sprint Speed, mobility
Extra Regen Vitality 800 +3 Health Regen, lane sustain
Extra Health Vitality 800 +185 Health, survivability

Early Total: 4,000 souls

Lane Phase Strategy:

  • Use Light Eater to mark enemies, then trade with auto-attacks for 20% spirit lifesteal
  • Your bouncing projectile can hit enemies around corners - abuse this
  • Stack Radiant Daggers whenever safe (1.4s delay is punishable)
  • Use aerial mobility to kite melee heroes

Mid Game (4k-15k souls)

Item Category Cost Purpose
Improved Spirit Spirit 1,600 Upgrades Extra Spirit: +18 Spirit, +75 HP
Spirit Lifesteal Vitality 1,600 +16% Spirit Lifesteal, +70 HP
Healbane Vitality 1,600 -35% healing on spirit damage, +7 Spirit
Cold Front Spirit 1,600 95 (+0.465) dmg, 60% slow, 12m AoE
Greater Expansion Spirit 3,200 +35% ability range/radius
Superior Cooldown Spirit 3,200 +20% Cooldown Reduction

Mid Game Total: 12,800 souls (cumulative: 16,800)

Mid Game Priority:

  1. Greater Expansion is CORE - increases Radiant Daggers radius from 8m to 10.8m, Shining Wonder bounce range from 17m to 23m
  2. Superior Cooldown enables more Light Eater casts and faster Radiant Daggers stacking
  3. Spirit Lifesteal stacks with Light Eater's built-in 20% for 36% total lifesteal

Late Game (15k+ souls)

Item Category Cost Purpose
Rapid Recharge Spirit 3,200 +2 Radiant Daggers charges (total 5)
Boundless Spirit Spirit 6,400 +35 Spirit, +15% Spirit Power, +75 HP
Escalating Exposure Spirit 6,400 +4.5% Spirit Amp/stack (max 54%)
Majestic Leap Vitality 3,200 Repositioning, 140 barrier

Late Game Total: 19,200 souls (cumulative: 36,000)


Category Investment Summary

Core Build (16 items)

Item Category Cost
Extra Spirit Spirit 800
Mystic Burst Spirit 800
Sprint Boots Vitality 800
Extra Regen Vitality 800
Extra Health Vitality 800
Improved Spirit Spirit 1,600
Spirit Lifesteal Vitality 1,600
Healbane Vitality 1,600
Cold Front Spirit 1,600
Greater Expansion Spirit 3,200
Superior Cooldown Spirit 3,200
Rapid Recharge Spirit 3,200
Boundless Spirit Spirit 6,400
Escalating Exposure Spirit 6,400
Majestic Leap Vitality 3,200
Category Total Spent 4.8k Bonus
Weapon 0 ✗ Skip intentionally - spirit build
Vitality 8,800 ✓ +203 Health
Spirit 27,200 ✓ +19 Spirit Power

Upgrade Paths

T1/T2 Item Cost Upgrades Into Cost
Extra Spirit 800 Improved Spirit 1,600
Improved Spirit 1,600 Boundless Spirit 6,400
Extra Health 800 Fortitude 3,200
Sprint Boots 800 Enduring Speed 1,600

Upgrade Strategy:

  1. Always upgrade Extra Spirit → Improved Spirit early (big power spike)
  2. Improved Spirit → Boundless Spirit is your late game scaling
  3. Keep Extra Health, upgrade to Fortitude only if you need more tankiness

Imbued Ability Assignments

This build includes Rapid Recharge which grants +2 charges to one ability.

Recommended: Imbue Radiant Daggers (3)

  • Base: 1 charge → With T1: 3 charges → With Rapid Recharge: 5 charges
  • More charges = faster stacking = faster 66% spirit amp
  • Each stack lasts 25s, so 5 charges ensures you maintain max stacks in extended fights

Alternative: Imbue Light Eater (1)

  • Only if you're playing more aggressively and need constant mark uptime
  • Less value since Light Eater already has 10s CD with T1

Situational Items

vs Spirit-Heavy (Seven, Infernus, Lady Geist)

Item Cost Why
Spirit Shielding 1,600 300 barrier when taking 225+ spirit damage in 3.5s
Fury Trance 3,200 +40% Spirit Resist active for 6s
Ethereal Shift 6,400 4s invuln to dodge burst, +30% Spirit Resist after

vs Gun-Heavy (Haze, Wraith, Grey Talon)

Item Cost Why
Warp Stone 3,200 +30% Bullet Resist for 6s after teleport
Majestic Leap 3,200 Repositioning to escape gun carries
Reactive Barrier 1,600 325 barrier when stunned/CCed

vs Heavy CC (Dynamo, Mo & Krill)

Item Cost Why
Reactive Barrier 1,600 Auto-barrier + stamina restore on CC
Divine Barrier 6,400 Cleanse all non-stun debuffs
Ethereal Shift 6,400 4s invuln to wait out CC chains

Decision Tree

                        CELESTE BUILD DECISION
                               |
              Is enemy team spirit-heavy?
              /                           \
           YES                            NO
            |                              |
    Add Spirit Shielding          Is enemy team gun-heavy?
    + Fury Trance early           /                    \
            |                   YES                    NO
            |                    |                      |
            |            Add Warp Stone         Standard build
            |            + Majestic Leap               |
            |                    |                      |
            +--------------------+----------------------+
                                 |
                    Heavy CC on enemy team?
                    /                      \
                 YES                       NO
                  |                         |
          Add Reactive Barrier     Full damage build
          → Divine Barrier late         (see core)

Items NOT to Buy

Ricochet (6,400 souls - Weapon)

Verified Stats: +18% Fire Rate, 65% damage ricochet to 2 targets within 13m

Why it's bad: Celeste's gun does 47.9 DPS with only 8 ammo. Even with ricochet, you're dealing ~31 damage per bounce. Your abilities do 10x more damage. Spending 6,400 souls on a weapon item when your abilities carry is wasteful.

Siphon Bullets (6,400 souls - Vitality)

Verified Stats: +1 stack per hit (1.2s proc CD), +1 stack per kill, -2 stacks on death, 35 (+0.8 power_increase) health steal

Why it's bad: Celeste's slow fire rate (1.67/s) means you build stacks extremely slowly. At best, you're getting 1 stack every 1.2 seconds. It takes 14+ shots to match Vampiric Burst's passive lifesteal, and you lose stacks on death. Spirit Lifesteal (1,600) is vastly better for Celeste.

Torment Pulse (3,200 souls - Spirit)

Verified Stats: 27 (+0.279 spirit) damage every 1.4s to 2 enemies within 9m, +100 HP, +15% Melee Resist

Why it's bad: Celeste wants to KITE, not stand within 9m of enemies. The damage scales poorly (at 50 spirit: 27 + 14 = 41 damage per tick = 29 DPS). For 3,200 souls, Greater Expansion or Superior Cooldown provide far more value for her kit.

Kinetic Dash (1,600 souls - Weapon)

Verified Stats: +25% Fire Rate, +6 Ammo on dash-jump, +1 Stamina

Why it's mediocre: While +1 stamina is nice for kiting, the fire rate and ammo bonuses are wasted on Celeste's weak gun. Arcane Surge (same cost) gives +15% ability range/duration AND +15 spirit, which benefits her kit far more.


Game Phase Strategy

Lane Phase (0-9 min)

  • Mark enemies with Light Eater, trade with spirit lifesteal advantage
  • Use bouncing projectile to hit enemies behind cover
  • Stack Radiant Daggers when safe - the 1.4s delay is punishable
  • Float above enemies using your reduced gravity for positioning advantage
  • Rush Light Eater T1 (10s CD) → Radiant Daggers T1 (+2 charges)

Mid Game (9-20 min)

  • Look for Shining Wonder opportunities when enemies group
  • Maintain 3+ Radiant Daggers stacks before fighting
  • Use Greater Expansion's +35% range to land Radiant Daggers more reliably
  • With Spirit Lifesteal + Light Eater, you can sustain through extended trades
  • Cold Front provides 60% slow for securing kills or escaping

Late Game (20+ min)

  • Build to 6 Radiant Daggers stacks before major fights
  • At max stacks with Escalating Exposure: 66% + 54% = 120% spirit amp
  • Shining Wonder with 18 bounces (T3) can deal 3,500+ damage in team fights
  • Use Majestic Leap to reposition for ability angles
  • Stay airborne - your floaty movement makes you hard to hit

Power Spike Timeline

Souls Spike Why
1,600 Light Eater T1 10s CD enables constant trading
2,800 Radiant Daggers T1 +2 charges, can stack properly
3,600 Ultimate unlock Shining Wonder for team fights
6,400 Greater Expansion +35% range on all abilities
12,000 6 Radiant stacks + upgrades +48% spirit amp (66% with T3)
20,000+ Boundless + Escalating Multiplicative spirit scaling

Counter-Play Awareness

You counter:

  • Melee heroes (Abrams, Shiv) - kite with aerial mobility
  • Grouped teams - Shining Wonder devastates clumps
  • Sustain heroes - Healbane cuts healing by 35%

You're countered by:

  • Burst assassins (Haze ult, Shiv execute) - 750 HP is fragile
  • Long-range poke (Grey Talon, Vindicta) - they outrange your abilities
  • Hard CC chains - you can't kite if stunned

Key Threats:

  • Haze Bullet Dance: 4s channel dealing ~2,000 damage. Use cover or Ethereal Shift.
  • Seven Storm Cloud: Sustained spirit damage. Buy Spirit Shielding or Fury Trance.
  • Dynamo Singularity: Groups you for easy kills. Stay at range, use Dazzling Trick.

Drifter: Night Hunter Build

Archetype: Gun Assassin | Damage Type: Weapon (Primary) + Spirit (Secondary) Win Rate: 61.0% (758 matches) | Source: Tracklock.gg Initiator-Gun Build

Hero Overview

Drifter is a hit-and-run assassin who excels at hunting isolated targets. His kit revolves around tracking prey with Bloodscent, engaging with Stalker's Mark teleportation, and securing kills with Rend + gun damage. He scales permanently through weapon damage gains on isolated kills.

Core Stats

Stat Value Notes
Health 725 (+39/boon) Low - glass cannon
Stamina 3 Average
Move Speed 6.9 m/s Average
Bullet DPS 44 Low fire rate (2.27/s)
Ammo 12 Very low - needs management

Strengths

  • +15-25% amplified damage vs isolated targets (20m from allied heroes)
  • Stalker's Mark teleport for guaranteed engage
  • Permanent weapon damage scaling from kills
  • Vision denial ultimate disrupts team fights
  • Excellent roaming and hunting potential

Weaknesses

  • Very vulnerable when abilities on cooldown
  • Struggles vs grouped enemies (denies isolation bonus)
  • Low ammo pool requires reload management
  • Limited escape if Stalker's Mark on cooldown
  • Anti-healing counters lifesteal sustain

Ability Data

Rend [1] - Primary Damage

Stat Base T1 T2 T3
Cooldown 13s - 6s -
Bonus Damage - +31.5 - -
Bullet Lifesteal - - - 45% (4s)

Priority: MAX FIRST - Your bread and butter damage ability.

Stalker's Mark [2] - Engage/Disengage

Stat Base T1 T2 T3
Cooldown 20s - - -
Bleed %/sec - +1% - -
Fire Rate Buff - - +25% (6s) -
Charges 1 - - 2

Priority: Second - T2 Fire Rate buff synergizes with gun build.

Bloodscent [3] - Passive Hunter

Stat Base T1 T2 T3
Amp Damage 15% - - 25%
Move Speed - +2m/s - -
On Kill - - 15s CD Reset + 3 Stamina -

Priority: Third - T1 move speed essential for chasing.

Eternal Night [4] - Ultimate

Stat Base T1 T2 T3
Cooldown 130s - 100s -
Duration 7s - - 9s
Spirit Proc - +6.3 - -

Priority: Fourth - Upgrades after core abilities.

Upgrade Order

  1. Rend T1 → T2 → T3
  2. Stalker's Mark T1 → T2
  3. Bloodscent T1 → T2
  4. Eternal Night T1 → T2
  5. Stalker's Mark T3
  6. Bloodscent T3
  7. Eternal Night T3

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Close Quarters Weapon 800 +20% weapon damage <15m
Monster Rounds Weapon 800 +25% vs NPCs, farm item
Melee Lifesteal Vitality 800 +100 heal on melee
Extra Stamina Vitality 800 +1 stamina, mobility

Early Game Total: 3,200 souls

Mid Game (4k-15k souls)

Item Category Cost Purpose
Kinetic Dash Weapon 1,600 +25% fire rate, +6 ammo on dash-jump
Slowing Bullets Weapon 1,600 30% slow buildup, +15% weapon damage
Cultist Sacrifice Weapon 3,200 Roaming power spike, bonus souls
Point Blank Weapon 3,200 +50% weapon damage <15m (upgrades CQ)
Bullet Lifesteal Vitality 1,600 16% bullet lifesteal

Mid Game Total: 11,200 souls

Late Game (15k+ souls)

Item Category Cost Purpose
Hunter's Aura Weapon 3,200 -24% bullet resist to isolated target
Vampiric Burst Vitality 6,400 80% burst lifesteal, +34% fire rate
Lucky Shot Weapon 6,400 25% chance double damage

Late Game Total: 16,000 souls

Luxury/Flex Options

Item Category Cost When
Shadow Weave Weapon 6,400 Setup ambushes, +32% fire rate on break
Crippling Headshot Weapon 6,400 vs tanks, -16% resists on headshot
Phantom Strike Vitality 6,400 Alternative gap close

Category Investment Summary

Core Build (14 items)

Item Category Cost
Monster Rounds Weapon 800
Extra Stamina Vitality 800
Melee Lifesteal Vitality 800
Kinetic Dash Weapon 1,600
Slowing Bullets Weapon 1,600
Bullet Lifesteal Vitality 1,600
Cultist Sacrifice Weapon 3,200
Point Blank Weapon 3,200
Hunter's Aura Weapon 3,200
Vampiric Burst Vitality 6,400
Lucky Shot Weapon 6,400
Category Total Spent 4.8k Bonus
Weapon 19,200 ✓ +18% Weapon Damage
Vitality 9,600 ✓ +203 Health
Spirit 0 ✗ Intentionally skipped (gun build)

Note: This build intentionally skips Spirit investment. Drifter's damage comes from weapon scaling, not abilities. The 4.8k Spirit bonus (+19 Spirit Power) provides minimal value compared to more weapon/vitality investment.


Upgrade Paths

Items that upgrade into other items (components not wasted):

T1/T2 Item Cost Upgrades Into Cost
Close Quarters 800 Point Blank 3,200
Monster Rounds 800 Cultist Sacrifice 3,200
Extra Stamina 800 Kinetic Dash 1,600
Melee Lifesteal 800 Lifestrike 3,200
Bullet Lifesteal 1,600 Vampiric Burst 6,400
Sprint Boots 800 Enduring Speed 1,600

Upgrade Strategy:

  1. Buy Monster Rounds early → component of Cultist Sacrifice
  2. Buy Extra Stamina → component of Kinetic Dash
  3. Buy Close Quarters → component of Point Blank
  4. Buy Bullet Lifesteal → component of Vampiric Burst

Imbued Ability Assignments

Quicksilver Reload (if purchased) → Imbue Rend [1]

Reasoning:

  • Rend has 6s cooldown at T2 (lowest in kit)
  • Quicksilver charges every 18s, Rend used 3x per charge
  • Fire rate buff after Rend maximizes DPS window
  • Bonus spirit damage adds to Rend's burst

Alternative: Imbue Stalker's Mark [2]

  • If you want burst on engage rather than sustained fire rate
  • Less overall value since Stalker's Mark used less frequently

Full Build Paths

Core Build (Standard)

Monster Rounds → Cultist Sacrifice
Extra Stamina → Kinetic Dash
Close Quarters → Point Blank
Melee Lifesteal
Slowing Bullets
Bullet Lifesteal → Vampiric Burst
Hunter's Aura
Lucky Shot

Decision Tree

START: Close Quarters + Monster Rounds + Melee Lifesteal + Extra Stamina
                              |
                    Kinetic Dash (always)
                              |
              +---------------+---------------+
              |                               |
         Winning lane?                  Losing lane?
              |                               |
    Cultist Sacrifice           Sprint Boots → Enduring Speed
    (roam for kills)            (survive, farm safely)
              |                               |
              +---------------+---------------+
                              |
                    Slowing Bullets (always)
                              |
              +---------------+---------------+
              |                               |
      Close Quarters           Close Quarters already sold?
      still in build?                         |
              |                        Buy Point Blank fresh
    Upgrade to Point Blank
                              |
                    Bullet Lifesteal (always)
                              |
              +---------------+---------------+
              |                               |
    vs Isolated targets?            vs Grouped teams?
              |                               |
       Hunter's Aura                   Burst Fire
    (tripled effect 1v1)           (teamfight value)
                              |
              +---------------+---------------+
              |                               |
        Ahead/Snowballing?              Even/Behind?
              |                               |
    Vampiric Burst + Lucky Shot      Vampiric Burst + defensive

Situational Items

vs Spirit-Heavy Comps (Seven, Pocket, Infernus)

Item Cost Purpose
Counterspell 3,200 Parry blocks ability damage, +8 Spirit Power
Dispel Magic 3,200 Cleanse DOTs, +16% Spirit Resist
Unstoppable 6,400 5.5s CC immunity vs stuns

vs Gun-Heavy Comps (Haze, Wraith, Grey Talon)

Item Cost Purpose
Metal Skin 3,200 5s bullet immunity active
Fortitude 3,200 +375 HP, +2% max HP regen
Colossus 6,400 +35% bullet/spirit resist active

vs Heavy CC (Mo & Krill, Dynamo)

Item Cost Purpose
Unstoppable 6,400 CC immunity, must-buy vs chain CC
Dispel Magic 3,200 Cleanse on shorter cooldown
Reactive Barrier 1,600 Auto-barrier on stun

vs Sustain/Healing (Abrams, Lady Geist)

Item Cost Purpose
Toxic Bullets 3,200 -30% healing reduction (already in core)
Healbane 1,600 -35% healing on spirit damage

Items NOT to Buy

Siphon Bullets (6,400) - TRAP

Actual Stats: +15% Weapon Damage, +10% Bullet Resist, stacks +35 HP steal per hit, LOSES 2 STACKS ON DEATH.

Why it's bad:

  • Drifter has 2.27 fire rate - very slow stack buildup
  • As an assassin diving backlines, you WILL die
  • Each death loses 2 stacks, negating multiple kills of progress
  • Vampiric Burst (same cost) gives immediate 80% lifesteal without stack risk
  • Never take stack-based items on high-risk assassins

Ricochet (6,400) - TRAP

Actual Stats: 65% damage ricochet to 2 targets within 13m, +18% Fire Rate.

Why it's bad:

  • Drifter's entire kit revolves around ISOLATED targets
  • Bloodscent requires enemies 20m away from allied heroes to proc
  • Ricochet requires enemies within 13m of each other
  • These mechanics are mutually exclusive
  • You're paying 6,400 souls for an item that anti-synergizes with your passive

Ethereal Shift (6,400) - AVOID

Actual Stats: 4s invulnerability (floating), +30% Spirit Resist after, +20 Spirit Power.

Why it's bad:

  • Drifter is weapon-focused, Spirit Power provides minimal value
  • Floating makes you predictable when shift ends
  • 6,400 souls for pure defense doesn't help you kill
  • Vampiric Burst provides better survivability through active lifesteal
  • Only consider vs extreme unavoidable burst (rare)

Silencer (6,400) - SITUATIONAL ONLY

Actual Stats: Builds 2.5s silence, +15% Spirit Resist, -25% Spirit Damage to target.

When to avoid:

  • Hunter's Aura's -33% fire rate slow (to isolated targets) is better disruption
  • Silence requires stacking shots, Drifter has low fire rate
  • Only buy if enemy has critical channeled ultimates you must interrupt

Game Phase Strategy

Lane Phase (0-8 minutes)

  • Trade aggressively with Rend - it has strong close-range bonus damage
  • Use Melee Lifesteal after Rend for sustain
  • Farm efficiently with Monster Rounds
  • Watch for 2v1 isolation opportunities when enemy support rotates
  • Power Spike: Level 1 Rend makes you lane bully

Mid Game (8-20 minutes)

  • Get Cultist Sacrifice by 8 minutes - enables perma-roaming
  • Use Bloodscent trail/heartbeat to track isolated farmers
  • Engage pattern: Stalker's Mark → Rend → gun down → teleport out if needed
  • Farm jungle camps between ganks
  • Power Spike: Rend T3 (45% bullet lifesteal) at ~3.6k ability points

Late Game (20+ minutes)

  • Open fights with Eternal Night - vision denial creates chaos
  • Hunt isolated carries during team fight confusion
  • Pop Vampiric Burst → all-in priority target
  • Don't fight 1v2+ unless extremely ahead
  • Use Stalker's Mark T3 (2 charges) for repositioning or escape
  • Win Condition: Pick off isolated carry → team fight becomes 6v5

Counter-Play Awareness

Threats to watch:

  • Grouping: Enemies staying within 20m of allied heroes denies your Bloodscent amp
  • True Sight: Wards/abilities that reveal you counter hunting
  • Heavy CC: Mo & Krill, Dynamo ults can lock you down mid-engage
  • Anti-Heal: Toxic Bullets/Healbane reduce your lifesteal sustain

You counter:

  • Squishy isolated carries (Haze farming, Wraith split-pushing)
  • Low mobility heroes (McGinnis, Seven)
  • Heroes reliant on ability rotations (Eternal Night vision denial)

Quick Reference

Core Items: Point Blank, Kinetic Dash, Cultist Sacrifice, Hunter's Aura, Vampiric Burst

Always Buy: Close Quarters → Point Blank, Monster Rounds → Cultist Sacrifice

Never Buy: Ricochet (anti-synergy), Siphon Bullets (stack loss on death)

Key Timing: Cultist Sacrifice by 8 minutes, Rend T3 ASAP

Engage Pattern: Dash-Jump (Kinetic proc) → Stalker's Mark → Rend → Dump magazine

Dynamo Build Guide: Gravity Controller

Build Name: Gravity Controller Playstyle: Team-fighting initiator focused on Singularity CDR and radius Win Rate Reference: 57% (Tracklock.gg, 402 matches)

Hero Overview

Dynamo is a support-focused initiator who excels at enabling his team through mobility, healing, and crowd control. His kit revolves around repositioning allies with Quantum Entanglement, sustaining fights with Rejuvenating Aurora, and turning team fights with his devastating Singularity ultimate.

Base Stats

Stat Value
Health 850 (+59/boon)
Stamina 3
Move Speed 6.7 m/s
Sprint Speed 8.3 m/s
Weapon DPS 47
Bullet Damage 12.22 (+0.44/boon)
Fire Rate 3.81/s
Ammo 18

Key Insight

Singularity has a 230-second base cooldown - nearly 4 minutes. This is the longest ultimate cooldown in the game. Every itemization choice should revolve around:

  1. Reducing this cooldown (CDR)
  2. Making each Singularity count (radius expansion)
  3. Protecting the channel (Unstoppable)
  4. Getting multiple uses in decisive fights (Refresher)

Abilities

[1] Kinetic Pulse

Stat Value
Cooldown 22s
Damage 90
Range 20m
Width 5m

Ground-traveling wave that knocks up and damages enemies. Primary peel and setup tool.

Upgrade Priority: Medium

  • T1: -35% Fire Rate slow + 35% movement slow (4s) - Essential for securing kills
  • T2: +30% Incoming Bullet Damage debuff (8s) - Enables team follow-up
  • T3: +103.5 Damage + 1 Charge - Extra charge is valuable

[2] Quantum Entanglement

Stat Value
Cooldown 16s
Duration 1.4s
Range 9m
Fire Rate Buff +30%

Become untargetable and teleport. Alt-cast brings allies and gives them half your fire rate bonus.

Upgrade Priority: Low

  • T1: +4m Cast Range - Useful but not essential
  • T2: +25% Fire Rate Bonus (total 55%) - Nice but rarely utilized
  • T3: -5s Cooldown + 120% Max Ammo - Good for repositioning frequency

[3] Rejuvenating Aurora

Stat Value
Cooldown 45s
Healing 25/s
Channel 5s
Radius 8m

Channel to heal yourself and nearby allies. Can dash and melee without breaking.

Upgrade Priority: High

  • T1: +4m/s Movement Speed (8s) - Kiting while healing
  • T2: -14s Cooldown (31s total) - Much better uptime
  • T3: Full Move/Ability Use + 2% Max HP/s - Transforms the ability entirely

[4] Singularity

Stat Value
Cooldown 230s
DPS 40
% Max HP 1%/s
Radius 7m
Channel 2.75s

Channel to create a black hole that pulls and damages enemies. Game-defining ultimate.

Upgrade Priority: Highest

  • T1: +2m Vacuum Radius (9m total) - CRITICAL - buy immediately
  • T2: +0.75s Channel Duration (3.5s total) - More pull time
  • T3: +4% Max Health as Damage - Massive tank-killing potential

Ability Upgrade Order

  1. Singularity T1 (+2m radius) - First priority
  2. Aurora T1 (+move speed)
  3. Pulse T1 (fire rate slow)
  4. Aurora T2 (-14s CD)
  5. Singularity T2 (+0.75s channel)
  6. Aurora T3 (full mobility)
  7. Pulse T2 (+bullet damage debuff)
  8. Singularity T3 (+4% HP damage)
  9. Pulse T3 (+damage, +charge)

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Regen Vitality 800 Lane sustain
Extra Charge Spirit 800 +1 ability charge
Mystic Expansion Spirit 800 IMBUE SINGULARITY +20% radius
Extra Stamina Vitality 800 Mobility for setups
Extra Spirit Spirit 800 Ability scaling
Healing Rite Vitality 800 Ally sustain in lane

Total Early: 4,800 souls

Strategy: Focus on surviving lane and getting Mystic Expansion immediately. The +20% radius on Singularity (7m → 8.4m) is essential for catching enemies.

Mid Game (4k-15k souls)

Item Category Cost Purpose
Arcane Surge Spirit 1,600 Dash-jump for +15 spirit, range, duration
Healing Booster Vitality 1,600 +20% healing from Aurora
Superior Cooldown Spirit 3,200 CORE -20% CDR (Singularity 230s → 184s)
Greater Expansion Spirit 3,200 +35% radius (Singularity to 11.3m)
Fortitude Vitality 3,200 +375 HP, sustain between fights

Total Mid: 12,800 souls

Strategy: Rush Superior Cooldown to reduce Singularity from 230s to 184s. Greater Expansion stacks with Mystic Expansion for massive 11.3m Singularity radius. Arcane Surge gives bonus spirit when dash-jumping before Singularity.

Late Game (15k+ souls)

Item Category Cost Purpose
Unstoppable Vitality 6,400 CORE Protect Singularity channel
Refresher Spirit 6,400 CORE Double Singularity
Diviner's Kevlar Vitality 6,400 1000 barrier on ult, +35 spirit
Transcendent Cooldown Spirit 6,400 25% CDR + 25% item CDR

Total Late: 25,600 souls

Strategy: Unstoppable is mandatory - a 2.75s channel interrupted is a wasted ult. Refresher enables the dream combo: Singularity → Refresher → Singularity again for 7+ seconds of black hole. Diviner's Kevlar gives massive protection when channeling.

Situational Items

vs Spirit-Heavy Teams

Item Cost When
Reactive Barrier 1,600 Against burst like Pocket, Seven
Spirit Resilience 3,200 Below 60% HP protection
Ethereal Shift 6,400 Emergency invulnerability

vs Gun-Heavy Teams

Item Cost When
Metal Skin 3,200 5s bullet immunity, use during ult
Heroic Aura 3,200 +15% bullet resist for whole team
Warp Stone 3,200 +30% bullet resist on teleport

vs Heavy CC

Item Cost When
Debuff Reducer 1,600 -25% debuff duration (component of Unstoppable)
Divine Barrier 6,400 Cleanse + barrier for yourself or ally

vs Healing/Sustain

Item Cost When
Healbane 1,600 -35% healing on spirit damage

Category Investment Summary

Core Build (12 items)

Item Category Cost
Extra Regen Vitality 800
Extra Charge Spirit 800
Mystic Expansion Spirit 800
Extra Stamina Vitality 800
Extra Spirit Spirit 800
Arcane Surge Spirit 1,600
Healing Booster Vitality 1,600
Superior Cooldown Spirit 3,200
Greater Expansion Spirit 3,200
Fortitude Vitality 3,200
Unstoppable Vitality 6,400
Refresher Spirit 6,400
Category Total Spent 4.8k Bonus
Weapon 0 ✗ Intentionally skipped
Vitality 12,800 ✓ +203 Health
Spirit 16,800 ✓ +19 Spirit Power

Note: Weapon category is intentionally skipped. Dynamo's 47 DPS gun is one of the lowest in the game - his value comes entirely from abilities, not shooting.

Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Extra Charge 800 Rapid Recharge 3,200
Extra Stamina 800 Arcane Surge 1,600
Extra Regen 800 Healing Booster 1,600
Healing Rite 800 Rescue Beam / Healing Nova 3,200
Extra Health 800 Fortitude 3,200
Mystic Expansion 800 Greater Expansion 3,200
Compress Cooldown 1,600 Superior Cooldown 3,200
Superior Cooldown 3,200 Transcendent Cooldown 6,400
Debuff Reducer 1,600 Unstoppable 6,400

Upgrade Strategy:

  1. Buy Mystic Expansion early → upgrade to Greater Expansion mid-game
  2. Buy Extra Stamina → upgrade to Arcane Surge
  3. Buy Extra Regen → upgrade to Healing Booster when Aurora T3 is online
  4. Debuff Reducer component goes into Unstoppable

Imbued Ability Assignments

Mystic Expansion → Singularity (4)

Mandatory. The +20% radius turns 7m into 8.4m base. Combined with Greater Expansion's +35%, final Singularity radius is 11.34m - nearly double the base.

Arcane Surge → Singularity (4)

Dash-jump before channeling Singularity to get +15 spirit power, +15% range/duration for that cast. Always combo this.

Duration Extender (if purchased) → Rejuvenating Aurora (3)

Extends 5s channel to 6.1s. With Aurora T3, you can heal while moving and casting - the extra duration matters.

Alternative: Imbue Singularity for longer pull duration (2.75s → 3.35s base, 3.5s → 4.27s with T2).

Decision Tree

START: Which T4 to buy first?

Are you dying during Singularity channel?
├── YES → Buy Unstoppable (6,400)
│         5.5s CC immunity protects full channel
│
└── NO → Are you living but only getting one ult per fight?
         ├── YES → Buy Refresher (6,400)
         │         Double Singularity = 7+ seconds of pull
         │
         └── NO → Buy Diviner's Kevlar (6,400)
                  1000 barrier on ult cast + spirit power

LATE GAME: Which situational T4?

Enemy team has multiple spirit nukers?
├── YES → Ethereal Shift (6,400)
│         4s invuln + 30% spirit resist after
│
└── NO → Enemy has Haze/Wraith gun carries?
         ├── YES → Metal Skin during channel
         │         Or Divine Barrier to cleanse and barrier
         │
         └── NO → Transcendent Cooldown (6,400)
                  Stack more CDR for Singularity spam

Game Phase Strategy

Lane Phase (0-8 minutes)

Goals:

  • Survive and farm to 3.6k souls
  • Get Mystic Expansion ASAP
  • Don't force fights without ult

Tips:

  • Use Kinetic Pulse to secure denies and poke
  • Quantum Entanglement is your escape - don't waste it offensively
  • Aurora is for sustain, not combat healing early
  • Your gun is terrible - focus on ability poke

Mid Game (8-20 minutes)

Goals:

  • Land impactful Singularities
  • Protect team during urn contests
  • Farm Superior Cooldown and Greater Expansion

Tips:

  • Singularity combo: Dash-jump (Arcane Surge) → Unstoppable → Singularity
  • Call out Singularity before using - team needs to follow up
  • Position in fog/veil for surprise ults
  • Aurora T3 lets you heal AND reposition - huge power spike

Late Game (20+ minutes)

Goals:

  • Win team fights with double Singularity
  • Protect carries with Aurora and Entanglement

The Refresher Combo:

  1. Position in fog
  2. Dash-jump for Arcane Surge buff
  3. Activate Unstoppable
  4. Channel Singularity (2.75-3.5s)
  5. Immediately Refresher
  6. Channel Singularity again
  7. Team follows up on 7+ seconds of clumped enemies

This combo wins team fights singlehandedly. Save Refresher for decisive moments.

Items NOT to Buy

Siphon Bullets (6,400) - TRAP

  • Requires 14+ kills to max stacks
  • Lose stacks on death
  • Dynamo will never get gun kills
  • Same cost as Refresher which is infinitely better

Toxic Bullets (3,200) - BAD FIT

  • Requires consistent bullet damage
  • Dynamo's 3.81 fire rate is too slow to stack bleed effectively
  • Much better on Haze, Wraith, or any gun carry

Ricochet (6,400) - USELESS

  • Pure weapon item on a support hero
  • Zero synergy with kit
  • Complete waste of 6,400 souls

Glass Cannon (6,400) - USELESS

  • Requires gun kills for permanent stacks
  • Dynamo won't secure gun kills
  • No synergy whatsoever

Close Quarters (800) / Long Range (1,600) - IRRELEVANT

  • Weapon damage items on a support
  • Does nothing for abilities
  • Wasted category investment

Ethereal Shift as Default - SITUATIONAL ONLY

Ethereal Shift costs 6,400 souls and provides 4s invulnerability. It's often recommended as a catch-all defensive option, but for Dynamo:

  • Unstoppable (also 6,400) provides CC immunity for 5.5 seconds and lets you continue channeling Singularity
  • Ethereal Shift cancels your channel and makes you unable to act
  • Only buy Ethereal Shift if you're dying to burst before you can activate Unstoppable

Counter-Play Awareness

Threats to Watch

Seven (Storm Cloud): His ult will kill you during Singularity channel unless you have Unstoppable. Always activate Unstoppable before channeling if Seven has ult.

Haze (Bullet Dance): 2000+ damage over 4 seconds shreds through you. Metal Skin during her ult, or position where she can't reach you.

Pocket (Affliction): Her burst can delete you before you react. Position with team, keep Extra Health investment.

Silence (Curse, Silence Wave): Getting silenced mid-channel wastes your 230s cooldown ult. Debuff Reducer or positioning around corners helps.

Your Counters

  • Singularity pulls enemies out of escape abilities
  • Aurora T3 lets you kite while healing
  • Quantum Entanglement can save allies from divers
  • Kinetic Pulse interrupts channels

Full Build Paths

Standard Build Path

  1. Extra Regen (800)
  2. Extra Charge (800)
  3. Mystic Expansion (800) ← IMBUE SINGULARITY
  4. Extra Stamina (800)
  5. Extra Spirit (800)
  6. Arcane Surge (1,600)
  7. Superior Cooldown (3,200)
  8. Healing Booster (1,600)
  9. Greater Expansion (3,200)
  10. Fortitude (3,200)
  11. Unstoppable (6,400)
  12. Refresher (6,400)

Total: 27,600 souls

Aggressive Playmaker Path

  1. Extra Stamina (800)
  2. Mystic Expansion (800)
  3. Arcane Surge (1,600)
  4. Superior Cooldown (3,200)
  5. Greater Expansion (3,200)
  6. Knockdown (3,200) ← Setup for Singularity
  7. Unstoppable (6,400)
  8. Refresher (6,400)
  9. Curse (6,400) ← Lockdown key targets

Full Support Path

  1. Healing Rite (800)
  2. Extra Charge (800)
  3. Extra Regen (800)
  4. Healing Booster (1,600)
  5. Rescue Beam (3,200)
  6. Healing Nova (3,200)
  7. Superior Cooldown (3,200)
  8. Divine Barrier (6,400)
  9. Unstoppable (6,400)
  10. Healing Tempo (6,400)

Fathom: Deep Stalker Build

Hero Overview

Role: Assassin / Ambush Predator Damage Type: Hybrid (Gun + Spirit) Difficulty: High (requires terrain awareness and timing)

Fathom is a stealthy predator who excels at vertical mobility and ambush tactics. His shotgun rewards close-range aggression, while his harpoon allows repositioning from unexpected angles. The passive HP regeneration from Lurker's Ambush lets him sustain between skirmishes without returning to base.

Core Stats

Stat Value Notes
Health 750 (+54/boon) LOW - requires defensive itemization
Stamina 3 Average
Move Speed 7.2 m/s Average
DPS 56 Shotgun (7 pellets × 3.6 damage)
Ammo 13 rounds
Fire Rate 2.22/s
Reload 0.3s VERY FAST
Falloff 16m-46m Must fight close

Weapon Profile: Shotgun Synergies

Fathom's shotgun fires 7 pellets per shot. This has massive item implications:

  • Close Quarters/Point Blank: All 7 pellets benefit from the +weapon damage
  • Toxic Bullets: Each pellet procs bleed buildup = 7× faster stacking
  • Slowing Bullets: Rapid slow application from pellet spread

Abilities

[1] Scalding Spray - PRIMARY DAMAGE

Stat Base With Upgrades
Cooldown 40s 25s (T1)
Duration 3s 5s (T2)
DPS 40 95 (T3)
Radius 12m 12m

Spray scalding water in a cone, building bonus weapon damage as it damages enemies.

Upgrade Priority:

  • T1 (1 point): -15s Cooldown → ESSENTIAL, reduces 40s to 25s
  • T2 (2 points): +2s Duration → Good value for sustained fights
  • T3 (5 points): +55 DPS → Massive damage increase

[2] Breach - INITIATION

Stat Base With Upgrades
Cooldown 22s 14s (T2)
Damage 80 200 (T3)
Radius 6m 9m (T1)

Launch forward, dealing damage and knocking enemies into the air.

Upgrade Priority:

  • T1 (1 point): +3m Explosion Radius → Easier hits
  • T2 (2 points): -8s Cooldown → More frequent dives
  • T3 (5 points): +120 Damage → Strong burst addition

[3] Reefdweller Harpoon - MOBILITY CORE

Stat Base With Upgrades
Cooldown 30s 25s (T1)
Range 30m 35m (T2)
Charges 2 2

Throw a harpoon that latches to walls/ceilings and pulls you in. Activates invisibility during the reel. While attached, gain additional charges.

Upgrade Priority:

  • T1 (1 point): -5s Cooldown → More mobility
  • T2 (2 points): +5m Cast Range → Extended reach
  • T3 (5 points): +30% Fire Rate for 7s after detaching → EXCELLENT for ambushes

[4] Lurker's Ambush - ULTIMATE + PASSIVE

Stat Base With Upgrades
Cooldown 50s 35s (T1)
DPS 60 60
Slow 60% 60%
Duration 3.5s 4.5s (T2)
Passive Regen 3% Max HP 5% (T3)

Passive: While out of combat and not seen by enemies, heal 3% max HP per second. Standing still grants invisibility and invulnerability.

Active: Charge up sticky spit that damages and slows enemies.

Upgrade Priority:

  • T1 (1 point): -15s Cooldown → More frequent slows
  • T2 (2 points): +1s Max Duration → Extended slow window
  • T3 (5 points): +2% Max Health Regen → Strong sustain

Recommended Ability Order

  1. Level 1: Scalding Spray (1) → Breach (2) → Harpoon (3)
  2. Level 6: Lurker's Ambush (4)
  3. First Points: Scalding Spray T1 → Breach T1 → Harpoon T1
  4. Mid Game: Lurker's Ambush T1 → Scalding Spray T2/T3 → Harpoon T3
  5. Late Game: Breach T2/T3

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Close Quarters Weapon 800 +20 Weapon Damage in 15m, +20% Melee Resist
Monster Rounds Weapon 800 +25% vs NPCs (farm item, sell later)
Melee Lifesteal Vitality 800 +100 heal on melee (8s CD), +12% melee damage
Sprint Boots Vitality 800 +2m/s sprint speed, +2 OOC health regen
Extra Spirit Spirit 800 +10 Spirit Power

Early Game Total: 4,000 souls

Lane Phase Strategy:

  • Use Harpoon for high ground control and unexpected angles
  • Trade with Scalding Spray → shotgun burst → disengage
  • Farm efficiently with Monster Rounds
  • Melee secure troopers for Melee Lifesteal procs

Mid Game (4k-15k souls)

Item Category Cost Purpose
Point Blank Weapon 3,200 +50 Weapon Damage in 15m, 25% slow, +75 HP
Toxic Bullets Weapon 3,200 2% max HP bleed/s, -30% healing reduction
Kinetic Dash Weapon 1,600 +25% Fire Rate, +6 ammo on dash-jump
Warp Stone Vitality 3,200 11m teleport, +30% Bullet Resist for 6s
Healbane Vitality 1,600 -35% healing on spirit damage, +275 heal on kill
Extra Health Vitality 800 +185 HP (component of Colossus)

Mid Game Total: 13,600 souls

Power Spike at ~8k souls: Point Blank + Kinetic Dash transforms your damage output. Dash-jump before engaging to proc the +25% fire rate and +6 bonus ammo.

Power Spike at ~11k souls: Toxic Bullets on a shotgun is DEVASTATING. Your 7 pellets build bleed stacks 7× faster than single-shot weapons. Against a 2,500 HP target, that's 50 DPS just from the bleed.

Late Game (15k+ souls)

Item Category Cost Purpose
Superior Cooldown Spirit 3,200 -20% Cooldown, +4 OOC health regen
Colossus Vitality 6,400 +300 HP, +15% base HP, +35% resists (active), slow aura
Phantom Strike Vitality 6,400 25m teleport to enemy, pull down, disarm

Late Game Total: 16,000 souls

Full Build Total: ~33,600 souls


Category Investment Summary

Core Build (22 items shown)

Item Category Cost
Close Quarters (component) Weapon (800)
Point Blank Weapon 3,200
Toxic Bullets Weapon 3,200
Kinetic Dash Weapon 1,600
Monster Rounds Weapon 800
Sprint Boots Vitality 800
Melee Lifesteal Vitality 800
Extra Health (component) Vitality (800)
Warp Stone Vitality 3,200
Healbane Vitality 1,600
Colossus Vitality 6,400
Phantom Strike Vitality 6,400
Extra Spirit Spirit 800
Superior Cooldown Spirit 3,200

Note: Items in parentheses are components that get upgraded

Category Total Spent 4.8k Bonus
Weapon 8,800 ✓ +18% Weapon Damage
Vitality 19,200 ✓ +203 Health
Spirit 4,000 ✗ (can add Mystic Burst to hit)

Note: The core build prioritizes Weapon and Vitality. Spirit threshold can be hit by adding Mystic Burst (800) or swapping Extra Spirit for a higher-cost spirit item.


Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Close Quarters 800 Point Blank 3,200
Extra Stamina 800 Kinetic Dash 1,600
Extra Health 800 Colossus 6,400
Melee Lifesteal 800 Lifestrike 3,200
Sprint Boots 800 Enduring Speed 1,600
Bullet Lifesteal 1,600 Fury Trance 3,200

Upgrade Strategy:

  1. Buy Close Quarters early → component of Point Blank
  2. Buy Extra Stamina → component of Kinetic Dash
  3. Buy Extra Health → component of Colossus (don't upgrade Melee Lifesteal unless you specifically want Lifestrike)

Imbued Ability Assignments

Superior Cooldown (not imbued - affects all abilities)

Superior Cooldown provides a global -20% cooldown reduction to all abilities. No imbue needed.

If You Buy Surge of Power (3,200)

Recommended: Imbue Scalding Spray (Ability 1)

  • +24 Spirit Power to the ability
  • Move speed buff on use helps chase during the spray
  • Scalding Spray has the highest base CD (40s → 25s with T1), so the imbued spirit power has time to be meaningful per use

If You Buy Duration Extender / Superior Duration

Recommended: Imbue Lurker's Ambush (Ability 4)

  • Extends the slow duration from 3.5s → ~4.3s (with Duration Extender)
  • Longer slow = more time to shotgun them down
  • Alternative: Imbue Scalding Spray to extend the 3s → 5s spray duration further

Situational Items

Decision Tree

Enemy Comp Check:
│
├─ Heavy Spirit Damage? (Seven, Infernus, Pocket, Lady Geist)
│   ├─ Early: Healbane (1,600) - you already have this
│   ├─ Mid: Dispel Magic (3,200) - cleanse DOTs, +16% spirit resist
│   └─ Late: Ethereal Shift (6,400) - invuln + spirit resist
│
├─ Heavy Gun Damage? (Haze, Wraith, Grey Talon)
│   ├─ Early: Return Fire (1,600) - +8% bullet resist, 60% reflect
│   ├─ Mid: Metal Skin (3,200) - 5s bullet immunity
│   └─ Late: Bullet Resilience (3,200) - +30% resist, +22% below 40% HP
│
├─ Heavy CC? (Dynamo, Kelvin, Lash, Bebop)
│   ├─ Early: Reactive Barrier (1,600) - +325 barrier on CC
│   ├─ Mid: Debuff Reducer (1,600) - -25% debuff duration
│   └─ Late: Unstoppable (6,400) - CC immunity 5.5s
│
└─ Standard Game
    └─ Follow core build path

Vs Spirit-Heavy Comps

Item Cost Category When to Buy
Dispel Magic 3,200 Vitality Cleanse burns/DOTs, +250 heal on use
Spirit Resilience 3,200 Vitality +30% base, +22% below 40% HP
Ethereal Shift 6,400 Spirit Invulnerability escape, +30% resist after

Vs Gun-Heavy Comps

Item Cost Category When to Buy
Return Fire 1,600 Vitality Early game poke wars, reflects 60%
Metal Skin 3,200 Vitality Pop before diving gun carries
Bullet Resilience 3,200 Vitality +30% resist + emergency threshold

Vs Heavy Healing (Abrams, Lady Geist, Shiv)

Item Cost Category When to Buy
Healbane 1,600 Vitality Core build (already included)
Toxic Bullets 3,200 Weapon Core build - -30% healing reduction

Note: This build already has strong anti-heal with Healbane + Toxic Bullets


Items NOT to Buy

Siphon Bullets (6,400) - TRAP

Why it's bad for Fathom:

  • Gains 1 stack per hit (1.2s proc cooldown)
  • Loses 2 stacks per death
  • Fathom is an assassin who dives. You WILL die sometimes
  • Constant value loss from stack decay

Better Alternative: Vampiric Burst (6,400)

  • +80% lifesteal for 4.5s (no stacks to lose)
  • +34% fire rate during burst
  • +16% passive lifesteal
  • +100 HP, +10% bullet resist

Ricochet (6,400) - TRAP

Why it's bad for Fathom:

  • 65% damage to 2 nearby targets, +18% fire rate
  • Fathom's playstyle is single-target assassination
  • Your shotgun already hits your primary target with all 7 pellets
  • Ricochet wastes value when hunting isolated targets in flanks

Better Alternative: Silencer (6,400)

  • Builds to 2.5s silence on your target
  • -25% tech damage debuff for 6s
  • +15% spirit resist

Glass Cannon (6,400) - TRAP

Why it's bad for Fathom:

  • +80% weapon damage, +7% fire rate per kill (max 8)
  • -15% Max HP permanently
  • Fathom has 750 base HP (already LOW)
  • 15% = ~113 HP gone permanently
  • You need to survive the dive to use your passive regen

Better Alternative: Colossus (6,400)

  • +300 HP, +15% BASE HP (+112 HP at base)
  • +35% bullet and spirit resist (active)
  • 30% enemy slow aura
  • Lets you survive the dive

Game Phase Strategy

Lane Phase (0-8 minutes)

Positioning:

  • Use Harpoon to take unexpected angles from walls/ceilings
  • The invisibility during harpoon pull keeps you hidden until you land
  • Stand still briefly to proc invulnerability if enemies are looking for you

Trading Pattern:

  1. Harpoon to position above/behind enemy
  2. Dash-jump → Scalding Spray → Shotgun burst
  3. If they turn to fight: continue with melee for lifesteal
  4. If they run: let them go (you won the trade)

Farm Priority:

  • Monster Rounds makes jungle camps fast
  • Your shotgun clears trooper waves efficiently
  • Always melee last-hit troopers for secured souls

Mid Game (8-20 minutes)

Rotation Priority:

  • Look for isolated targets in side lanes
  • Use Harpoon to set up flanks during objective fights
  • Breach → Lurker's Ambush slow → full combo on squishies

Objective Fights:

  • Don't initiate 6v6 fights
  • Wait for enemy to commit cooldowns
  • Harpoon flank → burst the backline carry
  • Warp Stone out if focused

Power Spike Windows:

  • At 8k souls with Point Blank + Kinetic Dash: you can 1v1 most heroes
  • At 11k souls with Toxic Bullets: you shred tanks

Late Game (20+ minutes)

Team Fight Role:

  • Flank assassin - NOT frontline
  • Let your frontline engage first
  • Enter 2-3 seconds into the fight when CDs are blown
  • Priority targets: Haze, Wraith, Seven, Lady Geist (squishy carries)

Combo Execution:

  1. Harpoon Dive: Harpoon to wall behind enemy → detach → +30% fire rate active → Dash-jump (Kinetic Dash) → Scalding Spray → shotgun dump
  2. Phantom Strike Engage: Warp Stone in → Phantom Strike (pull + disarm) → full combo on disabled target
  3. Escape: Harpoon to wall → stand still for invuln → wait for cooldowns → reengage or escape

Colossus Timing:

  • Pop Colossus BEFORE diving (not after)
  • The 35% resists + slow aura help you survive the initial burst

Counter-Play Awareness

Heroes That Counter Fathom

Hero Threat Level Why Counter-Play
Seven High Storm Cloud deals ~1,200 damage over duration Buy Spirit Resilience, time Harpoon escape
Haze High Bullet Dance shreds you if she gets the drop Ambush HER, don't get ambushed
Vindicta Medium Long range poke negates your close-range advantage Harpoon vertical flanks to avoid sightlines
Kelvin Medium Dome traps you, Arctic Beam slows Debuff Reducer or Unstoppable
Bebop Medium Hook pulls you out of position Stay near walls for instant Harpoon escape

Heroes Fathom Counters

Hero Why How to Abuse
Grey Talon Can't handle close range Harpoon from above, never let him kite
Wraith Squishy, relies on range Phantom Strike → full combo before she can react
Seven Immobile during Storm Cloud Harpoon flank → burst during channel
McGinnis Turrets don't protect flanks Vertical approach ignores turret line

Quick Reference

Core Items (Always Buy)

  1. Point Blank (3,200)
  2. Toxic Bullets (3,200)
  3. Kinetic Dash (1,600)
  4. Warp Stone (3,200)
  5. Superior Cooldown (3,200)
  6. Colossus (6,400)

Key Combos

  • Standard: Dash-jump → Scalding Spray → Shotgun burst
  • Hard Engage: Phantom Strike → Lurker's Ambush slow → Point Blank slow stack → finish
  • Flank: Harpoon behind → detach (+30% fire rate T3) → Breach knock-up → full combo

Ability Maxing

  1. Scalding Spray T1 first (CD reduction)
  2. Max Scalding Spray or Harpoon based on preference
  3. Lurker's Ambush T3 last (passive regen is nice but not essential)

Graves Build Guide: Spirit Summoner

Hero Overview

Graves is a close-range rush-down summoner who pressures enemies through relentless aggression, stat theft, and summon pressure. Despite her summoner kit, she plays more like Victor than McGinnis — pushing enemies out of positions rather than passively holding space. Her beam weapon auto-locks targets and provides innate 8% bullet lifesteal, but has the shortest range in the game. None of her abilities get meaningful value at range — she must get in enemies' faces.

Core Stats

Stat Value Note
Health 700 (+33/boon) Third lowest
HP Regen 1/s LOWEST in game - must buy sustain
Stamina 2 Low
Move Speed 7.0 m/s Average
DPS 41.2 Beam weapon
Fire Rate 9.8/s High - good for procs
Falloff 7.62m-15.98m SHORTEST in game
Innate Lifesteal 8% ~800 soul value free

Weapon Notes

"The Teacher" is a beam weapon that auto-locks the closest target to your reticle. It cannot deal headshots and Graves cannot buy headshot items. The high fire rate (9.8/s) makes proc items effective.

Abilities

[1] Jar of Dead

Stat Base T1 T2 T3
Charges 4 - - -
CD/Charge 13s - - -
Damage/tick 16 (+0.25 spirit) - - -
Skulls 4 - +30% Slow +2 Skulls
Effect - Pickups heal 5 HP 1s Slow Trigger Essence Theft

Priority: Max first. T3 is your biggest power spike - skulls passively steal stats.

[2] Grasping Hands

Stat Base T1 T2 T3
Cooldown 38s - - 28s
Duration 7s 9s - -
Immobilize 1.5s - 2.25s -
Wall Length 20m - - 35m
Damage 90 (+1.3 spirit) - - -

Priority: Second. T2's +0.75s immobilize is excellent for picks.

[3] Essence Theft

Stat Base T1 T2 T3
Duration 4s - - -
Max Weapon Stolen 25 (+0.25 spirit) - 45 (+0.25 spirit) -
Max Spirit Resist Stolen 10% 15% - -
Max Targets 3 - - -

Priority: Third. Early T1 for lane pressure is viable.

[4] Borrowed Decree (Ultimate)

Stat Base T1 T2 T3
Cooldown 120s 100s - -
Duration 20s - 30s -
Ghoul Explosion 150 (+1.5 spirit) - - +5% Current HP
Instant Ghouls 0 - - 3
Passive +12.5% Bullet Resist, +20% Spirit Resist, +15% Spirit Damage - - -

Priority: Fourth but rush T3. The +5% current HP damage is massive.

Recommended Upgrade Order

  1. Jar of Dead T1 → T2 → T3 (max by ~15k souls)
  2. Grasping Hands T1 → T2
  3. Borrowed Decree T1 → T2 → T3
  4. Essence Theft T1
  5. Grasping Hands T3
  6. Essence Theft T2 → T3

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Regen Vitality 800 MANDATORY - fixes 1 HP regen
Restorative Shot Weapon 800 50 HP heal per hero hit (6s CD) — sustain through trades
Extra Spirit Spirit 800 Ability scaling
Extra Stamina Vitality 800 Fixes 2 stamina

Total: 3,200 souls

Alternatives: Mystic Burst (800, spirit) instead of Restorative Shot if you want more Grasping Hands burst. Healing Rite (800, vitality) instead of Extra Regen for downtime recovery between trades and center sacrifices — particularly strong if you're in a poke lane where you take chip damage and need to heal between engagements.

Mid Game (4k-15k souls)

Item Category Cost Purpose
Improved Spirit Spirit 1,600 +18 spirit, +75 HP
Duration Extender Spirit 1,600 Imbue Ult for +22% duration
Split Shot Weapon 1,600 Multi-target Essence Theft
Superior Duration Spirit 3,200 +28% duration (upgrades Duration Extender)
Stamina Mastery Vitality 3,200 +2 stamina, mobility

Total: 11,200 souls (14,400 cumulative)

Late Game (15k+ souls)

Item Category Cost Purpose
Toxic Bullets Weapon 3,200 2% Max HP bleed, -30% healing
Ricochet Weapon 6,400 Bullets bounce to 2 nearby enemies at 65% damage, applying all bullet procs — spreads Essence Theft and Toxic Bullets to entire teams
Echo Shard Spirit 6,400 Double Grasping Hands or Ult
Boundless Spirit Spirit 6,400 +35 Spirit, +15% Spirit
Leech Vitality 6,400 +30% Bullet + Spirit Lifesteal

Total: 28,800 souls (43,200 cumulative)

Ricochet is essential on Graves. It turns every bullet into team-wide debuff application — Essence Theft steals stats from multiple targets, Toxic Bullets applies anti-heal to everyone, and you clear lanes/camps instantly. Prioritize it alongside or before Echo Shard.

Luxury / Flex Items

Item Category Cost When
Rapid Recharge Spirit 3,200 More Jar of Dead charges
Heroic Aura Weapon 3,200 Team fight support
Surge of Power Spirit 3,200 Alternative to Boundless Spirit
Colossus Vitality 6,400 Need tank mode
Phantom Strike Vitality 6,400 Need gap closer

Category Investment Summary

Core Build (13 items)

Item Category Cost
Extra Regen Vitality 800
Restorative Shot Weapon 800
Extra Spirit Spirit 800
Extra Stamina Vitality 800
Improved Spirit Spirit 1,600
Duration Extender Spirit 1,600
Split Shot Weapon 1,600
Superior Duration Spirit 3,200
Stamina Mastery Vitality 3,200
Toxic Bullets Weapon 3,200
Ricochet Weapon 6,400
Echo Shard Spirit 6,400
Boundless Spirit Spirit 6,400
Category Total Spent 4.8k Bonus
Weapon 12,000 ✓ +18% Weapon Damage
Vitality 4,800 ✓ +203 Health
Spirit 14,400 ✓ +19 Spirit Power

All three 4.8k thresholds hit with core build. Weapon investment is higher than minimum due to Ricochet, but the debuff spreading justifies it.

Extended Build (with Leech)

Category Total Spent 4.8k Bonus
Weapon 12,000 ✓ +18% Weapon Damage
Vitality 11,200 ✓ +203 Health
Spirit 14,400 ✓ +19 Spirit Power

Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Extra Spirit 800 Improved Spirit 1,600
Extra Stamina 800 Stamina Mastery 3,200
Duration Extender 1,600 Superior Duration 3,200
Improved Spirit 1,600 Boundless Spirit 6,400
Improved Spirit 1,600 Surge of Power 3,200
Extra Charge 800 Rapid Recharge 3,200
Bullet Lifesteal 1,600 Leech 6,400
Spirit Lifesteal 1,600 Leech 6,400

Upgrade strategy:

  1. Extra Spirit → Improved Spirit → Boundless Spirit (complete upgrade chain)
  2. Duration Extender → Superior Duration
  3. Extra Stamina → Stamina Mastery

Imbued Ability Assignments

Superior Duration (+28% duration)

Recommended: Imbue Borrowed Decree (Ult)

  • 20s duration → 25.6s duration
  • Generates more ghouls over time
  • Longer zone control

Alternative: Imbue Grasping Hands

  • 7s duration → 9s duration
  • But T1 already gives +2s, diminishing returns

Duration Extender (+22% duration)

Same recommendations as above. The upgrade from Duration Extender → Superior Duration only costs 1,600 more souls for +6% duration and +8% Bullet Resist.

Full Build Paths

Primary Path: Spirit Summoner

Early (0-4k):
Extra Regen → Restorative Shot → Extra Spirit → Extra Stamina

Mid (4k-15k):
Improved Spirit → Duration Extender → Split Shot → Superior Duration → Stamina Mastery

Late (15k+):
Toxic Bullets → Ricochet → Echo Shard → Boundless Spirit → Leech

Alternative Path: Drain Tank

Early: Extra Regen → Melee Lifesteal → Extra Stamina → Extra Spirit

Mid: Bullet Lifesteal → Spirit Lifesteal → Split Shot → Stamina Mastery

Late: Leech → Colossus → Toxic Bullets → Echo Shard

Decision Tree

START: Extra Regen (800) [MANDATORY]
       |
       v
   Lane Phase
       |
   +---+---+
   |       |
   v       v
Passive           Aggressive
   |               |
Restorative Shot   Spirit Strike
Extra Spirit       Restorative Shot
Extra Stamina      Extra Spirit
   |               |
   +---+---+-------+
       |
   Lane Matchup?
       |
   +---+---+
   |       |
   v       v
Dive Lane     Poke Lane
(Shiv/Abrams) (Ivy/Infernus)
   |           |
Extra Health   Healing Rite
or Spirit      (optional)
Shielding      |
   |           |
   +---+---+---+
       |
       v
   Mid Game
       |
   +---+---+
   |       |
   v       v
Spirit-Heavy   Hybrid/Tank
   |       |
Duration Extender  Bullet Lifesteal
Improved Spirit    Spirit Lifesteal
Split Shot    Split Shot
   |       |
   v       v
Superior Duration   Stamina Mastery
Stamina Mastery     Leech
   |       |
   +---+---+
       |
       v
   Late Game
       |
   +---+---+
   |       |
   v       v
Full Spirit   Drain Tank
   |       |
Toxic Bullets   Toxic Bullets
Ricochet      Ricochet
Echo Shard    Colossus
Boundless Spirit  Phantom Strike
   |       |
   +---+---+
       |
       v
   Final: Leech (always)

Situational Items

vs Spirit-Heavy Comps (Seven, Infernus, Pocket)

Item Cost Why
Counterspell 3,200 Parry blocks ability damage, +150 HP heal on success
Dispel Magic 3,200 +16% Spirit Resist, cleanse DOTs
Spirit Shielding 1,600 Auto-barrier on spirit damage

vs Gun-Heavy Comps (Haze, Wraith, Grey Talon)

Item Cost Why
Metal Skin 3,200 5s bullet immunity
Escalating Resilience 3,200 +60% Bullet Resist at max stacks (high fire rate = fast stacking)
Warp Stone 3,200 +30% Bullet Resist on teleport

vs Heavy CC (Kelvin, Dynamo, Mo & Krill)

Item Cost Why
Dispel Magic 3,200 Cleanse + heal
Unstoppable 6,400 CC immunity
Reactive Barrier 1,600 Auto-barrier on stun/root

vs Heavy Sustain (Abrams, Lady Geist, Shiv)

Item Cost Why
Toxic Bullets 3,200 -30% healing received (already in core)
Healbane 1,600 -35% healing from spirit damage
Decay 3,200 % current HP DOT

Items NOT to Buy (Trap Items)

Headshot Booster (800) / Crippling Headshot (6,400)

Graves' beam weapon CANNOT headshot. These items provide zero value. Never buy.

Long Range (1,600) / Sharpshooter (3,200)

Graves has the shortest weapon falloff in the game (7.62m-15.98m). You will always fight close. These items have complete anti-synergy with her kit.

Siphon Bullets (6,400)

  • Already have 8% innate bullet lifesteal
  • Already building Bullet Lifesteal → Leech
  • Stacks are lost on death
  • Leech is strictly better for the same 6,400 souls

Game Phase Strategy

Lane Phase (0-10 min)

Buy Extra Regen first. Your 1 HP regen is the lowest in the game — you cannot sustain trades without help. Restorative Shot is your second buy for sustained trading.

  • Farm minions yourself to generate Jar of Dead charges AND souls — don't waste your ult on passive wave clearing
  • Use Jar of Dead skulls to harass when enemies are already pressured (trading, under tower, fighting minions). Throwing skulls at range when nothing is happening lets enemies melee them for free
  • Your short range means you lose most direct trades at distance — close the gap or use skulls as chip damage while farming
  • Grasping Hands is your escape AND your kill setup. Throw it BEHIND fleeing enemies — they can't see it and run right into it. Don't waste the 38s cooldown for poke
  • Rush to 3.6k for Ultimate unlock

Adapting to lane matchup:

  • vs Dive lanes (Shiv, Abrams): Don't tunnel on spirit investment spike. Buy an Extra Health or Spirit Shielding to survive burst. You're dead if they dive you under tower and you have zero defensive items
  • vs Poke lanes (Ivy, Infernus): Extra Regen handles most poke. Healing Rite is an alternative for downtime recovery between trades and center sacrifices
  • Don't over counter-itemize — one defensive item is usually enough. Your build still needs to function

Power spike at 3.6k souls: Ultimate provides +12.5% Bullet Resist and +20% Spirit Resist passively, significantly improving your survivability.

Mid Game (10-20 min)

Graves is a rush-down hero, not a passive zoner. Use your summons as active combat tools, not lane babysitters.

Tombstone (Borrowed Decree) Rules:

  • NEVER drop tombstone behind your walker and leave. Ghouls pushing alone just feed souls to enemies. The enemy clears the wave, shoots your ghouls, and gets bonus souls from killing them
  • Place tombstones on high ground or in cover during active team fights where enemies are too busy to destroy them
  • Use tombstone when pushing with a minion wave AND you're actively present. Ghouls need team pressure to overwhelm — alone they get shot out
  • Place gravestones under walker protection to prevent easy destruction (only 2 heavy melees destroy them, not bullets or abilities)
  • Use Grasping Hands to deny space around your tombstone, making it harder for enemies to approach and heavy melee it

Tempo vs Scale buying:

  • Before mid boss (~20 min), tempo buy — don't save 6k for a big item when a fight could break out any moment
  • After mid boss is taken and objectives are dead, it's safe to save for a larger purchase
  • Having 3k unspent souls when a pivotal fight breaks out can cost you the game

Power spike at ~8k souls: With Split Shot and Jar of Dead T3, your skulls now trigger Essence Theft passively, multiplying your value in team fights.

Late Game (20+ min)

Rush-Down Mode: Pick your target, drop tombstone in cover, throw wall behind them, and go in. Steal stats from everyone, outlast with lifesteal.

  • Ricochet + Toxic Bullets turns every bullet into team-wide anti-heal and stat theft application
  • Echo Shard allows double Grasping Hands or double Ult in fights
  • With Leech, you have 38%+ bullet lifesteal and 30% spirit lifesteal
  • Your skulls heal you through Essence Theft + Spirit Lifesteal
  • Need team pressure or tombstone pressure already happening before engaging — you're slow and immobile, so don't run in alone

Positioning: You must fight close (7.62m falloff). Build tankiness to survive the close range. Colossus is a legitimate option if you need more durability.

Counter-Play Awareness

Threats to Watch

Burst Assassins (Haze, Shiv, Mina): Your 700 base HP makes you vulnerable to burst. Build Reactive Barrier or Counterspell. Metal Skin is excellent vs Haze's Bullet Dance.

Long-Range Carries (Vindicta, Grey Talon): You cannot trade at range. The #1 counter to Graves is simply walking away to range. Use cover, close the gap with Warp Stone or Phantom Strike, or avoid them entirely.

Anti-Summon Abilities: Skulls and ghouls can be destroyed. Light melee kills most skulls in one hit. Don't rely on summons against aware opponents — throw skulls when enemies are already pressured so they're too busy to melee them.

Mobile Heroes: Graves is slow (2 stamina, move speed penalty while shooting). Heroes who can disengage freely (Wraith teleport, Mirage tornado, Mina bats) are frustrating matchups. Slowing Hex can help pin them down.

Your Advantages

Rush-Down Pressure: Grasping Hands behind fleeing enemies + tombstone in active combat + dreadheads on pressured targets = enemies can't escape. Force fights in enclosed spaces where enemies can't simply walk away.

Stat Theft: Essence Theft is unique — the enemy loses what you gain. In extended fights, you become stronger while they become weaker. With Ricochet and T3 Jar of Dead, this theft applies to entire teams.

Sustain: Innate 8% + built lifesteal + Essence Theft + skull healing = outlast almost anyone in extended fights. Don't take burst trades — extend fights.

Grey Talon: Spirit Sniper Build

Build Name: Spirit Sniper Playstyle: Long-range poke, ability spam, aerial dominance Damage Type: Spirit (primary), Gun (secondary during Rain of Arrows)


Hero Overview

Grey Talon is a spirit-based sniper who excels at long-range poke with Charged Shot and global presence with Guided Owl. Unlike traditional snipers, Grey Talon's damage scales with Spirit Power, not gun items.

Core Stats

Stat Value Notes
Health 750 (+38/boon) Very low - vulnerable to burst
Stamina 4 Good mobility for repositioning
Fire Rate 1.73/s Too slow for gun builds
Bullet Speed 495.3 m/s Fast - reliable long-range shots
Base DPS 41 Spirit damage > gun damage

Key Insight

Grey Talon's Charged Shot has 2.0x spirit scaling at T3, meaning every 50 Spirit Power adds 100 damage per shot. This is why spirit investment massively outperforms weapon investment.


Ability Data

Charged Shot (Primary Damage)

Stat Base T1 T2 T3
Damage 80 - +54 (134) +1.0 scaling (2.0x total)
Charges 1 +1 (2) - -
Between Charge CD 4s - - -3s (1s)
Cooldown 17s - - -
Spirit Scaling 1.0x - - 2.0x

Priority: T1 → T2 → T3 (max first)

Rain of Arrows (Mobility/DPS)

Stat Base T1 T2 T3
Duration 7s - - -
Cooldown 30s -14s (16s) - -
Weapon Bonus +4 - +5 (+9 total) -
Multishot 5 - - -
Special - - +40% slow (1.5s) +30% Lifesteal, +30% Evasion

Priority: T1 for mobility, T2/T3 situational

Spirit Snare (CC/Setup)

Stat Base T1 T2 T3
Radius 6.5m - - +1.5m (8m)
Tether Duration 2.25s - - +1s (3.25s)
Cooldown 34s -20s (14s) - -
Special - - -15% Bullet Armor, +10s debuff -

Priority: T1 early, T2 for team fights

Guided Owl (Ultimate)

Stat Base T1 T2 T3
Damage 230 +85 (315) - -
Cooldown 110s - -45s (65s) -
Stun 0.75s - - -
Radius 12m - - -
Spirit Scaling 0.94x - - -
Special +10 Spirit per kill - - +22% Execute Threshold

Priority: T1 → T2 (critical for kill farming) → T3


Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Charge Spirit 800 +1 Charged Shot charge
Mystic Burst Spirit 800 +40 damage on abilities
Extra Spirit Spirit 800 +10 Spirit Power
Sprint Boots Vitality 800 Map movement, out-of-combat regen
Extra Regen Vitality 800 Lane sustain

Lane Phase Priority:

  1. Extra Charge first - double Charged Shot pressure
  2. Mystic Burst second - burst trading
  3. Extra Spirit or Sprint Boots based on matchup

Mid Game (4k-15k souls)

Item Category Cost Purpose
Rapid Recharge Spirit 3,200 +2 charges, CDR on charged abilities
Enchanter's Emblem Vitality 1,600 +15 Spirit above 65% HP, +5% CDR
Superior Cooldown Spirit 3,200 +20% CDR
Surge of Power Spirit 3,200 +24 imbued Spirit, move speed
Tankbuster Spirit 3,200 7.5% current HP damage (ignores resist)

Power Spike: Rapid Recharge + Charged Shot T3 = 3 fast charges with massive damage

Late Game (15k+ souls)

Item Category Cost Purpose
Boundless Spirit Spirit 6,400 +35 Spirit, +15% Spirit Power
Mystic Reverb Spirit 6,400 +50% echo damage, +27% ability lifesteal
Stamina Mastery Vitality 3,200 +2 Stamina, air mobility
Greater Expansion Spirit 3,200 +35% ability range/radius

Flex Slots (Situational)

Item Category Cost When
Spirit Resilience Vitality 3,200 vs Seven, Infernus, Pocket
Counterspell Vitality 3,200 vs heavy CC/ability burst
Dispel Magic Vitality 3,200 vs DOT comps (Infernus, Mirage)
Knockdown Spirit 3,200 vs high mobility (Lash, Vindicta)
Spirit Burn Spirit 6,400 vs heavy healing (Abrams, Geist)
Ethereal Shift Spirit 6,400 vs assassins (Haze, Shiv)

Category Investment Summary

Core Build (14 items)

Item Category Cost
Sprint Boots Vitality 800
Extra Regen Vitality 800
Enchanter's Emblem Vitality 1,600
Stamina Mastery Vitality 3,200
Extra Charge Spirit 800
Mystic Burst Spirit 800
Extra Spirit Spirit 800
Rapid Recharge Spirit 3,200
Superior Cooldown Spirit 3,200
Surge of Power Spirit 3,200
Tankbuster Spirit 3,200
Greater Expansion Spirit 3,200
Boundless Spirit Spirit 6,400
Mystic Reverb Spirit 6,400
Category Total Spent 4.8k Bonus
Weapon 0 ✗ (intentional - spirit build)
Vitality 6,400 ✓ +203 Health
Spirit 34,000 ✓ +19 Spirit Power

Note: Weapon category skipped intentionally. Grey Talon's 1.73 fire rate makes gun scaling inefficient compared to spirit scaling.


Upgrade Paths

Items that upgrade into other items:

T1/T2 Item Cost Upgrades Into Cost
Extra Charge 800 Rapid Recharge 3,200
Mystic Burst 800 Tankbuster 3,200
Extra Spirit 800 Surge of Power 3,200
Improved Spirit 1,600 Boundless Spirit 6,400
Mystic Expansion 800 Greater Expansion 3,200
Extra Stamina 800 Stamina Mastery 3,200
Compress Cooldown 1,600 Superior Cooldown 3,200

Upgrade Strategy:

  1. Buy Extra Charge → becomes Rapid Recharge (core item)
  2. Buy Mystic Burst → becomes Tankbuster (% HP damage)
  3. Buy Extra Spirit → becomes Surge of Power (imbued Spirit)
  4. Extra Stamina upgrades to Stamina Mastery for late game mobility

Imbued Ability Assignments

Surge of Power → Charged Shot (Slot 1)

Why Charged Shot:

  • Most frequently used ability
  • +24 Spirit Power applies to all Charged Shot damage
  • Move speed buff after casting helps reposition
  • Full move speed while shooting enables kiting

Math: With 100 Spirit Power + Surge's 24 imbued:

  • Charged Shot T3: 134 + (124 × 2.0) = 382 damage per shot

Mystic Reverb → Guided Owl (Slot 4)

Why Guided Owl:

  • Owl deals 400+ damage late game
  • Echo adds 200+ damage to all targets in 12m radius
  • 27% ability lifesteal on a 400+ damage AoE = massive heal
  • Slow helps team follow up on stun

Alternative: Imbue Charged Shot for more frequent echo procs but less damage per proc. Choose based on playstyle.


Decision Tree

                    START: Lane Phase
                           |
          +----------------+----------------+
          |                                 |
    Easy Matchup                      Hard Matchup
    (vs melee/short range)           (vs poke/sniper)
          |                                 |
    Rush Extra Charge              Rush Sprint Boots
    → aggressive poke              → safe farming
          |                                 |
          +----------------+----------------+
                           |
                    First Power Spike
                    (Rapid Recharge)
                           |
          +----------------+----------------+
          |                                 |
    Team Ahead?                        Team Behind?
          |                                 |
    Tankbuster next                  Enchanter's next
    (damage focus)                   (sustain + CDR)
                           |
                    Mid Game Decision
                           |
          +----------------+----------------+
          |                                 |
    Enemy Spirit Heavy?              Enemy Gun Heavy?
          |                                 |
    - Spirit Resilience              - Rain of Arrows T3
    - Counterspell                   - Metal Skin
    - Dispel Magic                   - Bullet Resilience
                           |
                    Late Game Core
                    (Boundless + Reverb)
                           |
          +----------------+----------------+
          |                                 |
    Need Catch?                      Need Survival?
          |                                 |
    Knockdown                        Ethereal Shift
    Slowing Hex                      Spirit Resilience

Situational Items

vs Spirit-Heavy (Seven, Infernus, Pocket)

Item Cost Effect
Spirit Resilience 3,200 +30% Spirit Resist, +22% below 40% HP
Dispel Magic 3,200 +16% Resist, cleanse active
Counterspell 3,200 Parry blocks abilities, +100 HP, +8 Spirit

vs Gun-Heavy (Haze, Wraith, Grey Talon mirror)

Item Cost Effect
Metal Skin 3,200 5s bullet immunity active
Return Fire 1,600 Reflect damage to attackers
Bullet Resilience 3,200 +30% Bullet Resist below 60% HP

vs High Mobility (Lash, Vindicta, Holliday)

Item Cost Effect
Slowing Hex 1,600 20% slow, silences movement abilities
Knockdown 3,200 Stun after 2s, +1.5s vs airborne

vs Heavy Healing (Abrams, Lady Geist, Shiv)

Item Cost Effect
Healbane 1,600 -50% healing on spirit damage
Spirit Burn 6,400 -70% healing reduction for 8s

Items NOT to Buy

Siphon Bullets (6,400 Weapon) - NEVER

Grey Talon's 1.73 fire rate is far too slow to build stacks effectively. His damage comes from abilities, not bullets. Buy Vampiric Burst if you need lifesteal.

Point Blank / Close Quarters (Weapon) - NEVER

Grey Talon's entire kit is designed for 40m+ engagement range. Getting close negates his advantage and makes Rain of Arrows useless.

Kinetic Dash (1,600 Weapon) - SUBOPTIMAL

+25% fire rate and +6 ammo sounds okay, but Arcane Surge (same component - Extra Stamina) gives +15 Spirit Power and +15% ability range which scales Grey Talon's actual damage source.

Bullet Lifesteal (1,600 Vitality) - SUBOPTIMAL

Low fire rate means minimal healing. Rain of Arrows T3 provides 30% bullet AND tech lifesteal which is more valuable.

Toxic Bullets (3,200 Weapon) - SUBOPTIMAL

Anti-heal is good, but Grey Talon's fire rate makes applying stacks slow. Buy Healbane (1,600 Spirit) instead for immediate -50% healing on spirit damage.


Game Phase Strategy

Lane Phase (0-10 min)

  • Position: Use cover and veils constantly. Grey Talon is visible when using abilities.
  • Trading: Charged Shot from max range, never commit to extended fights
  • Priority: Hit Extra Charge → Mystic Burst power spike
  • Guardian: Poke guardian only when safe, prioritize soul income
  • Caution: 750 HP makes you extremely vulnerable to coordinated dives

Mid Game (10-20 min)

  • Rotation: Use Rain of Arrows for vertical mobility to get angles
  • Owl Usage: Use Guided Owl on low HP enemies retreating from fights
  • Urn: Poke from high ground, don't carry (too squishy)
  • Power Spike: Rapid Recharge + Charged Shot T3 = massive poke
  • Farm Owl Kills: Each Owl kill gives permanent +10 Spirit Power

Late Game (20+ min)

  • Team Fights: Stay at max range, never frontline
  • Combo: Spirit Snare (trap) → Charged Shot (detonate) → Owl (cleanup)
  • Positioning: Rain of Arrows T3 gives 30% evasion - use it before fights
  • Focus: Kill threats with Owl, poke tanks with Tankbuster

Threat Awareness

High Threat (Can dive and kill you)

Hero Why Dangerous Counter
Lash Death Slam from above Stay grounded, Metal Skin
Shiv Gap close + execute Spirit Snare + Rain of Arrows escape
Haze Bullet Dance melts Metal Skin, Ethereal Shift
Vindicta Out-snipes you Cover, trade when she's on cooldown

Medium Threat

Hero Notes
Seven Storm Cloud forces you off high ground
Infernus Flame Dash is ground-only, use Rain of Arrows
Pocket Affliction hurts, buy Dispel Magic

Low Threat (You outrange)

Hero Strategy
Abrams Poke from max range, never let him close
Mo & Krill Stay above ground, kite with Rain of Arrows
Kelvin Don't get caught in dome, Charged Shot poke

Summary

Grey Talon is a spirit sniper who scales with ability spam and Owl kills. Max CDR, stack Spirit Power, and never get in close range. Your job is to poke from 40m+ and secure kills with Guided Owl.

Core Loop:

  1. Charged Shot poke (×3 with Rapid Recharge)
  2. Spirit Snare for setup
  3. Rain of Arrows for escape/repositioning
  4. Guided Owl for kills and permanent scaling

Remember: Every Owl kill = +10 permanent Spirit Power. Farm those kills.

Haze Build Guide: Ricochet Devastation

Build Type: Gun Carry / Assassin Difficulty: Medium Win Rate Reference: 58.0% (Tracklock.gg, 1898 matches)


Hero Overview

Haze is a stealth assassin who excels at isolating targets and dealing devastating sustained gun damage. Her kit revolves around using Smoke Bomb for positioning, Sleep Dagger for lockdown, and Fixation stacks for ramping single-target damage. Her ultimate, Bullet Dance, allows her to shred multiple enemies in team fights.

Core Stats

Stat Value Notes
Health 700 (+33/boon) LOW - very squishy
Stamina 3 Average
Move Speed 8.2 m/s Average
Base DPS 50 High fire rate, low per-bullet
Fire Rate 9.52/s High - great for on-hit procs
Ammo 25 Moderate
Reload 2.35s Slow - manage reloads carefully

Playstyle Identity

  • Primary Damage: Gun (bullet-based, Fixation stacks)
  • Secondary Damage: Bullet Dance ultimate
  • Role: Assassin / Carry
  • Power Spike: 8k souls (Burst Fire) → 15k souls (Ricochet)

Abilities

[1] Sleep Dagger

Stat Base T1 T2 T3
Cooldown 26s - 14s -
Damage 65 - - -
Sleep Duration 3s - - -
Upgrades - -1 Stamina -12s CD -12% Bullet Resist, -40% Fire Rate on wake

Priority: T1 → T2 (rush -12s cooldown)

[2] Smoke Bomb

Stat Base T1 T2 T3
Cooldown 30s - - -
Duration 8s - - -
Spot Radius 18m - - -
Upgrades - +5 m/s Invis Sprint +10% Bullet Lifesteal +1 Charge, 0.5s Invincibility

Priority: T1 → T2 → T3 (all valuable)

[3] Fixation

Stat Base T1 T2 T3
Duration 6s - 11s -
Max Stacks 40 - 80 -
Damage/Stack 0.2 - - 0.32
Upgrades - 49.5 Spirit DMG + 15% Slow per 20 stacks +5s Duration, +40 Max Stacks +0.12 Weapon Damage/stack

Priority: T1 → T2 → T3 (max this ability, it's your damage)

[4] Bullet Dance (Ultimate)

Stat Base T1 T2 T3
Cooldown 165s - 120s -
Duration 3s - - -
Radius 15m - - -
Fire Rate +35% - - -
Weapon Damage +6 +10 - -
Upgrades - +4 Weapon Damage -45s Cooldown +60% Evasion, +3 m/s

Priority: T1 → T2 (cooldown reduction is crucial)

Recommended Ability Order

  1. Lane Phase: Sleep Dagger T1 → Fixation T1 → Smoke Bomb T1
  2. Mid Game: Fixation T2 → Sleep Dagger T2 → Bullet Dance T1+T2
  3. Late Game: Fixation T3 → Smoke Bomb T2+T3 → Bullet Dance T3

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Sprint Boots Vitality 800 Map mobility, rotations
Rapid Rounds Weapon 800 Fire rate foundation
Headshot Booster Weapon 800 Burst damage in trades
Extra Health Vitality 800 Survivability (Haze is squishy)
Extra Regen Vitality 800 Lane sustain

Early Game Total: 4,000 souls Focus: Farm safely, don't force trades. Haze has weak early game.

Mid Game (4k-15k souls)

Item Category Cost Purpose
Swift Striker Weapon 1,600 +18% Fire Rate (upgrades from Rapid Rounds)
Bullet Lifesteal Vitality 1,600 Sustain in fights
Burst Fire Weapon 3,200 CORE - +32% Fire Rate proc on hit
Fury Trance Vitality 3,200 +30% FR, +18% lifesteal active
Slowing Hex Spirit 1,600 Lockdown for Sleep Dagger combos

Mid Game Total: 11,200 souls Focus: Complete Burst Fire ASAP - this is your first major power spike.

Late Game (15k+ souls)

Item Category Cost Purpose
Ricochet Weapon 6,400 CORE - bounces to 2 targets at 65% damage
Silencer Weapon 6,400 2.5s silence buildup, shuts down casters
Inhibitor Vitality 6,400 -35% enemy damage, -40% healing

Late Game Total: 19,200 souls Focus: Ricochet transforms team fights. All bullet procs apply to bounces.

Situational Items

vs Spirit-Heavy Comps (Seven, Infernus, Pocket)

Item Category Cost Purpose
Dispel Magic Vitality 3,200 Cleanse DOTs, +16% Spirit Resist
Metal Skin Vitality 3,200 5s bullet immunity (for repositioning)

vs Gun-Heavy Comps (Wraith, other Haze, Grey Talon)

Item Category Cost Purpose
Escalating Resilience Weapon 3,200 +2% Bullet Resist per stack (max 60%)
Return Fire Vitality 1,600 60% bullet damage reflected

vs Heavy CC (Kelvin, Dynamo, Mo & Krill)

Item Category Cost Purpose
Unstoppable Vitality 6,400 5.5s CC immunity - USE BEFORE ULTING
Metal Skin Vitality 3,200 Bullet immunity to reposition

vs Healing/Sustain (Abrams, Lady Geist, Shiv)

Item Category Cost Purpose
Toxic Bullets Weapon 3,200 2% max HP bleed, -30% healing
Crippling Headshot Weapon 6,400 -35% healing on headshot

Category Investment Summary

Core Build (22 items across game phases)

Item Category Cost
Sprint Boots Vitality 800
Rapid Rounds Weapon 800
Headshot Booster Weapon 800
Extra Health Vitality 800
Extra Regen Vitality 800
Swift Striker Weapon 1,600
Bullet Lifesteal Vitality 1,600
Slowing Hex Spirit 1,600
Burst Fire Weapon 3,200
Fury Trance Vitality 3,200
Ricochet Weapon 6,400
Silencer Weapon 6,400
Inhibitor Vitality 6,400
Category Total Spent 4.8k Bonus
Weapon 19,200 ✓ +18% Weapon Damage
Vitality 13,600 ✓ +203 Health
Spirit 1,600 ✗ (acceptable for gun build)

Note: Gun builds can skip Spirit 4.8k threshold. The +18% Weapon Damage and +203 Health bonuses are far more valuable for Haze.


Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Rapid Rounds 800 Swift Striker 1,600
Rapid Rounds 800 Burst Fire 3,200
Bullet Lifesteal 1,600 Fury Trance 3,200
Bullet Lifesteal 1,600 Vampiric Burst 6,400
Extra Health 800 Fortitude 3,200
Sprint Boots 800 Enduring Speed 1,600
Headshot Booster 800 Crippling Headshot 6,400
Extra Spirit 800 Surge of Power 3,200

Upgrade Strategy:

  1. Buy Rapid Rounds early → component of both Swift Striker AND Burst Fire
  2. Bullet Lifesteal → upgrades to Fury Trance (your core sustain)
  3. If you buy Headshot Booster early → can upgrade to Crippling Headshot late

Imbued Ability Assignments

Slowing Hex (Imbued Item)

Recommended: Imbue Sleep Dagger (Slot 1)

  • Adds slow on top of sleep for guaranteed follow-up
  • When target wakes, they're slowed and can't escape
  • Synergizes with Fixation stack build-up

If You Add Surge of Power (Optional)

Recommended: Imbue Sleep Dagger (Slot 1)

  • +24 Spirit Power added to Sleep Dagger damage
  • Triggers +20% Fire Rate when Sleep Dagger hits
  • Maintain full move speed while shooting for 8s
  • Perfect engagement: Sleep → run up → unload at full speed

Full Build Paths

Standard Build (29,200 souls)

EARLY (4k):
Sprint Boots → Rapid Rounds → Headshot Booster → Extra Health → Extra Regen

MID (11,200):
Swift Striker → Bullet Lifesteal → Burst Fire → Fury Trance → Slowing Hex

LATE (14,000):
Ricochet → Silencer → Inhibitor

Decision Tree

                    ┌─────────────────────────────────────┐
                    │  AFTER BURST FIRE (3,200 souls)     │
                    │  What's killing you?                │
                    └────────────────┬────────────────────┘
                                     │
           ┌─────────────────────────┼─────────────────────────┐
           │                         │                         │
           ▼                         ▼                         ▼
    ┌──────────────┐          ┌──────────────┐          ┌──────────────┐
    │ GUN CARRIES  │          │ SPIRIT BURST │          │ HEAVY CC     │
    │ (Haze,Wraith)│          │ (Seven,Infern│          │ (Kelvin,Dyna)│
    └──────┬───────┘          └──────┬───────┘          └──────┬───────┘
           │                         │                         │
           ▼                         ▼                         ▼
    Escalating                 Dispel Magic             Unstoppable
    Resilience (3,200)         (3,200)                  (6,400)
           │                         │                         │
           └─────────────────────────┼─────────────────────────┘
                                     │
                                     ▼
                    ┌─────────────────────────────────────┐
                    │  THEN COMPLETE CORE:                │
                    │  Ricochet → Silencer → Inhibitor    │
                    └─────────────────────────────────────┘

Items NOT to Buy

Siphon Bullets (6,400 souls) - TRAP

CLI Data: +35 HP steal per stack, lose 2 stacks on death, 1.2s proc cooldown

Why it's bad on Haze:

  • Haze is squishy and WILL die. Every death loses 2 stacks.
  • Vampiric Burst (same cost) gives 80% lifesteal burst with no stack risk
  • Fury Trance (3,200) gives similar sustain for half the price
  • Siphon requires ~7 stacks to match Vampiric Burst's passive lifesteal

Colossus (6,400 souls) - WRONG IDENTITY

CLI Data: +300 HP, +15% base health, 20% model size increase

Why it's bad on Haze:

  • 20% larger model = easier to hit
  • Haze needs mobility, not tankiness
  • Doesn't synergize with assassin playstyle
  • Better to buy Inhibitor for similar cost with actual synergy

Ethereal Shift (6,400 souls) - ULT CANCELLATION

CLI Data: "Activation cancels any active ability"

Why it's risky on Haze:

  • If you panic-press Ethereal Shift during Bullet Dance, YOUR ULT CANCELS
  • Metal Skin (3,200) gives bullet immunity without canceling your ult
  • Unstoppable (6,400) gives CC immunity and doesn't cancel your ult
  • Only buy if you're disciplined about NOT pressing it during Bullet Dance

Phantom Strike (6,400 souls) - REDUNDANT

CLI Data: 25m teleport, 50% slow, 3s disarm

Why it's unnecessary:

  • Haze already has Smoke Bomb for gap closing
  • Sleep Dagger already provides lockdown
  • Spirit slot better spent on Slowing Hex or Surge of Power
  • Doesn't synergize with gun-focused build

Game Phase Strategy

Lane Phase (0-8 minutes)

Priorities:

  1. Farm troopers safely - Haze has weak early trading
  2. Use Sleep Dagger DEFENSIVELY or to set up ganks for your duo
  3. Don't force fights until you have Swift Striker + Bullet Lifesteal
  4. Rush Sprint Boots for box routes and rotations

Trading:

  • Sleep Dagger has 26s cooldown (14s with T2) - don't waste it
  • Build Fixation stacks on enemy during trades, then disengage
  • Re-engage when Fixation is about to expire for the proc damage

Power Spike: 2.8k souls (Swift Striker complete)

Mid Game (8-20 minutes)

Priorities:

  1. Complete Burst Fire (3,200) - your first MAJOR power spike
  2. Look for picks on isolated targets with Smoke Bomb flanks
  3. Save Bullet Dance for team fights, not solo picks
  4. Farm jungle camps between fights to hit Ricochet timing

Engagement Pattern:

Smoke Bomb → position behind target → Sleep Dagger →
walk into range → unload magazine → Bullet Dance if team fight

Team Fight Role:

  • Wait for initiation from your team
  • Don't be the first one in (you're squishy)
  • Bullet Dance from a flank angle to hit multiple enemies
  • Disengage if focused, re-engage when cooldowns are back

Late Game (20+ minutes)

Priorities:

  1. Complete Ricochet + Silencer combo
  2. Position carefully - one mistake = death = lost team fight
  3. Coordinate with team before using Bullet Dance
  4. Consider Unstoppable if Kelvin/Dynamo/Mo&Krill are problems

Team Fight Execution:

  1. Wait for your tank to engage
  2. Sleep Dagger the biggest threat (or their carry)
  3. Position where Bullet Dance hits 3+ enemies
  4. Pop Fury Trance BEFORE ulting for the fire rate
  5. If Unstoppable, pop it BEFORE ulting for CC immunity

Ricochet Math:

  • 65% damage bounces to 2 additional targets
  • ALL bullet procs apply to bounces (Silencer, Inhibitor, Toxic Bullets)
  • In a 6-person team fight, you're effectively hitting 3 people per shot

Counter-Play Awareness

Heroes That Counter Haze

Hero Threat Counter-Play
Kelvin Dome cancels Bullet Dance Don't ult into dome, wait for it to drop
Dynamo Singularity interrupts everything Stay out of range, buy Unstoppable
Seven Stun interrupts Bullet Dance Buy Metal Skin or Unstoppable
McGinnis Turrets reveal you in stealth Destroy turrets first or don't rely on invis
Viscous Cube saves teammates Wait for Cube CD before committing
Mo & Krill Burrow interrupts ult Unstoppable is mandatory

Heroes Haze Counters

Hero Why Execution
Vindicta Squishy, relies on flight Sleep Dagger her out of the sky
Grey Talon Squishy, no escape Flank with Smoke Bomb, burst down
Lady Geist Ability-dependent Silencer shuts down Life Drain
Pocket Ability-dependent Silencer prevents Affliction combo
Wraith Squishy carry Out-DPS in straight fight with Fixation

Quick Reference

Core Items (Buy Every Game)

  1. Burst Fire (3,200)
  2. Ricochet (6,400)
  3. Silencer (6,400)
  4. Fury Trance (3,200)
  5. Swift Striker (1,600)

Ability Priority

Fixation > Sleep Dagger > Bullet Dance > Smoke Bomb

Key Timings

  • 8k souls: Burst Fire power spike
  • 15k souls: Ricochet online
  • 22k souls: Ricochet + Silencer combo complete

Remember

  • Don't ult into Kelvin Dome or Dynamo Singularity
  • Pop Fury Trance BEFORE Bullet Dance
  • Ethereal Shift CANCELS your ult - use Metal Skin instead
  • Ricochet procs apply Silencer/Inhibitor to bounced targets

Holliday Build Guide: Spirit Lasso Initiator

Hero Overview

Holliday is a spirit-focused initiator with game-changing team fight potential. Her Spirit Lasso is one of the most powerful ultimates in Deadlock, capable of single-handedly winning fights when combined with her area control abilities.

Core Stats

Stat Value Assessment
Health 750 (+41/boon) LOW - Squishy
Stamina 2 Average
Move Speed 8.2 m/s Average
Gun DPS 40 VERY LOW
Ammo 10 Very Limited
Fire Rate 2.12/s Slow

Build Identity: Spirit burst initiator who relies on abilities, not guns. Skip weapon items entirely and maximize Spirit Lasso impact.


Ability Data

Ability Base CD Duration Damage Scaling Key Mechanic
Powder Keg [1] 28s 8s 80 +1.6 SP Knockup, detonates early
Bounce Pad [2] 41s 22s 60 +0.372 SP +1s Lasso duration
Crackshot [3] 20s 2s debuff 55 +1.116 SP Ignores falloff, locks movement abilities
Spirit Lasso [4] 115s 2.25s 80 +0.93 SP Pull + Stun

Upgrade Priority

EARLY GAME (Levels 1-6)
├── [1] Powder Keg T1 (-10s CD) ← FIRST POINT
├── [3] Crackshot T1 (+25% slow)
├── [2] Bounce Pad T1 (-10s CD)
└── [4] Spirit Lasso UNLOCK ← Level 6

MID GAME (Levels 7-12)
├── [1] Powder Keg T2 (+58.5 damage)
├── [4] Spirit Lasso T1 (+67.5 damage)
├── [3] Crackshot T2 (+49.5 damage)
└── [4] Spirit Lasso T2 (+0.75s duration) ← 3s STUN!

LATE GAME (Levels 13+)
├── [1] Powder Keg T3 (+2 charges) ← 5 KEGS with Rapid Recharge!
└── [4] Spirit Lasso T3 (-30s CD) ← 85s base CD

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Charge Spirit 800 +1 Powder Keg charge
Mystic Burst Spirit 800 Burst on 80+ damage abilities
Extra Regen Vitality 800 Lane sustain
Sprint Boots Vitality 800 Rotation speed
Extra Spirit Spirit 800 Raw spirit scaling

Early Game Total: 4,000 souls

  • Spirit: 2,400
  • Vitality: 1,600
  • Weapon: 0

Mid Game (4k-15k souls)

Item Category Cost Purpose
Improved Spirit Spirit 1,600 +18 SP, +75 HP (upgrade Extra Spirit)
Arcane Surge Spirit 1,600 Dash-jump = +15% range/duration
Compress Cooldown Spirit 1,600 -18% Lasso CD (imbue)
Rapid Recharge Spirit 3,200 +2 charges, -14% CD (upgrade Extra Charge)
Superior Cooldown Spirit 3,200 -20% global CD (upgrade Compress)
Stamina Mastery Vitality 3,200 +2 Stamina, +23% air speed

Mid Game Additions: 14,400 souls

  • Spirit: 11,200
  • Vitality: 3,200

Late Game (15k+ souls)

Item Category Cost Purpose
Boundless Spirit Spirit 6,400 +35 SP, +15% SP (upgrade Improved Spirit)
Diviner's Kevlar Vitality 6,400 +1000 barrier on ult
Greater Expansion Spirit 3,200 +35% ability range/radius
Tankbuster Spirit 3,200 Ignores spirit resist (upgrade Mystic Burst)

Late Game Additions: 19,200 souls


Category Investment Summary

Core Build (16 items)

Item Category Cost
Extra Regen Vitality 800
Sprint Boots Vitality 800
Arcane Surge Spirit 1,600
Rapid Recharge Spirit 3,200
Superior Cooldown Spirit 3,200
Stamina Mastery Vitality 3,200
Greater Expansion Spirit 3,200
Tankbuster Spirit 3,200
Boundless Spirit Spirit 6,400
Diviner's Kevlar Vitality 6,400
Category Total Spent 4.8k Bonus
Weapon 0 ✗ Intentionally skipped - guns too weak
Vitality 11,200 ✓ +203 Health
Spirit 20,800 ✓ +19 Spirit Power

Note: Holliday's 40 DPS gun makes weapon investment inefficient. This build intentionally skips the weapon category to maximize ability damage.


Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Extra Charge 800 Rapid Recharge 3,200
Extra Spirit 800 Improved Spirit 1,600
Improved Spirit 1,600 Boundless Spirit 6,400
Extra Stamina 800 Arcane Surge 1,600
Extra Stamina 800 Stamina Mastery 3,200
Mystic Burst 800 Tankbuster 3,200
Compress Cooldown 1,600 Superior Cooldown 3,200
Mystic Slow 1,600 Lightning Scroll 6,400

Upgrade Strategy:

  1. Extra Charge (800) → Rapid Recharge (3,200) for 5 Powder Kegs with T3
  2. Extra Spirit (800) → Improved Spirit (1,600) → Boundless Spirit (6,400)
  3. Extra Stamina (800) → Arcane Surge (1,600) first, then buy NEW Extra Stamina → Stamina Mastery (3,200)
  4. Compress Cooldown (1,600) → Superior Cooldown (3,200)

Imbued Ability Assignments

Compress Cooldown → Spirit Lasso [4]

  • Base CD: 115s → After imbue: 94.3s (-18%)
  • With Superior Cooldown (-20%): 75.4s total
  • Rationale: Ultimate uptime is critical. Every team fight should have Lasso available.

Superior Duration → Spirit Lasso [4] (if purchased)

  • Base duration: 2.25s → After imbue: 2.88s (+28%)
  • With Bounce Pad extension: 3.88s total stun
  • Rationale: Longer stun = more team follow-up damage.

Arcane Surge (Passive - Not Imbued)

  • Dash-jump before casting any ability = +15% range, +15% duration, +15 Spirit Power
  • Usage: Always dash-jump before Spirit Lasso for maximum range (20m → 23m)

Alternative: Surge of Power → Powder Keg [1]

  • If you want mobility after Powder Keg casts
  • +24 Spirit Power to highest-scaling ability (1.6 ratio)
  • +1.75 m/s move speed for 8s after use

Full Build Paths

Standard Spirit Initiator (Recommended)

LANE (0-8 min)
├── Extra Charge (800)
├── Mystic Burst (800) → Sells later for Tankbuster slot
├── Extra Regen (800)
├── Sprint Boots (800)
└── Extra Spirit (800)

MID (8-20 min)
├── Improved Spirit (1,600) ← Upgrade Extra Spirit
├── Arcane Surge (1,600)
├── Compress Cooldown (1,600) ← Imbue on Lasso
├── Rapid Recharge (3,200) ← Upgrade Extra Charge
├── Superior Cooldown (3,200) ← Upgrade Compress
└── Stamina Mastery (3,200)

LATE (20+ min)
├── Boundless Spirit (6,400) ← Upgrade Improved Spirit
├── Diviner's Kevlar (6,400)
├── Greater Expansion (3,200)
└── Tankbuster (3,200) ← Buy in Mystic Burst slot

Extended CC Build (vs Slippery Targets)

Same early/mid game, but late game add:
├── Knockdown (3,200) - 2s delayed stun, +1.5s vs airborne
├── Curse (6,400) - 3.25s Silence/Disarm/Item lockout
└── Lightning Scroll (6,400) - +0.75s stun after Lasso damage

Defensive Initiator (vs Heavy Burst)

Same early/mid game, but late game add:
├── Warp Stone (3,200) - Escape + 30% bullet resist
├── Ethereal Shift (6,400) - Invuln if Lasso fails
└── Dispel Magic (3,200) - Cleanse + 16% spirit resist

Decision Tree: Situational Items

AFTER CORE BUILD, ASK:

Are enemies building Spirit Resist?
├── YES → Buy Tankbuster (ignores spirit resist)
└── NO → Prioritize raw Spirit Power

Are enemies escaping your Lasso?
├── YES, Mobile heroes → Knockdown (delayed stun catches dashes)
├── YES, Cleansing → Curse (removes buffs, prevents items)
└── NO → Greater Expansion (more range)

Are you dying in team fights?
├── YES, To burst → Diviner's Kevlar (1000 barrier on ult)
├── YES, To sustained → Warp Stone (escape + bullet resist)
├── YES, To Spirit damage → Dispel Magic (cleanse + resist)
└── NO → More Spirit Power

Is enemy team CC-heavy?
├── YES → Reactive Barrier (auto-barrier on CC)
└── NO → Offensive items

Situational Items

vs Spirit-Heavy Teams

Item Cost Why
Dispel Magic 3,200 +16% Spirit Resist, cleanse, 250 heal
Ethereal Shift 6,400 4s invuln, +30% Spirit Resist after

vs Gun-Heavy Teams

Item Cost Why
Warp Stone 3,200 +30% Bullet Resist for 6s, repositioning
Metal Skin 3,200 5s bullet immunity (if vs Haze ult)

vs Heavy CC Teams

Item Cost Why
Reactive Barrier 1,600 Auto-triggers 325 barrier on stun/root
Dispel Magic 3,200 Cleanse any CC

vs High Mobility Targets

Item Cost Why
Knockdown 3,200 2s delayed stun (catches post-dash)
Slowing Hex 1,600 20% slow + silences movement abilities
Mystic Slow 1,600 30% slow on all spirit damage

Items NOT to Buy (Trap Items)

Toxic Bullets (3,200) - AVOID

CLI Stats: 2% max HP bleed, requires 1.16 stacks per shot, 5s buildup Why Bad: Holliday's 2.12 fire rate and 10 ammo magazine mean you can't build stacks fast enough. Her spirit abilities deal far more damage than chip bleeding.

Bullet Lifesteal (1,600) - AVOID

CLI Stats: 16% bullet lifesteal, +90 HP Why Bad: 40 DPS × 16% = 6.4 HP/s healing. Extra Regen gives +3 HP/s for 800 souls with zero gun uptime requirement. Your gun isn't your damage source.

Silencer (6,400) - AVOID

CLI Stats: Builds to 2.5s silence, 1.04 per shot, 5s buildup Why Bad: Same issue as Toxic Bullets - fire rate too slow. Spirit Lasso already provides hard CC. If you need silence, buy Curse (3.25s silence, instant, 6,400).

Long Range (1,600) - MARGINAL

CLI Stats: +40 weapon damage at 15m+, +4% attack range Why Marginal: Crackshot handles long-range poke better. The +40 damage helps her weak gun, but investing 1,600 in spirit items provides more value.

Headshot Booster (800) - MARGINAL

CLI Stats: +45 headshot damage, 9s CD Why Marginal: Only worthwhile if you're landing Crackshot headshots consistently. Not bad, but Extra Charge or Mystic Burst provide more value for ability-focused play.


Game Phase Strategy

Lane Phase (0-8 minutes)

Playstyle: Poke with Crackshot, zone with Powder Keg, farm safely

  1. Level 1: Take Powder Keg T1 (-10s CD). Use for wave clear and zoning.
  2. Level 2-3: Take Crackshot T1. Poke enemies at range. Crackshot ignores falloff, so max-range headshots deal full damage.
  3. Positioning: Stay at mid-range. Your gun is weak - don't try to trade shots.
  4. Combo: Powder Keg behind enemy → Crackshot their face → retreat while slow ticks
  5. Wave Clear: Powder Keg the ranged troopers, finish with gun.

Item Priority:

  • Extra Charge first (800) - 2 Powder Kegs = better zoning
  • Mystic Burst (800) - Proc on Powder Keg (80 damage)
  • Extra Regen (800) - Lane sustain

Mid Game (8-20 minutes)

Playstyle: Set up ganks with Spirit Lasso, create picks

  1. Spirit Lasso unlock at 3.6k souls is your power spike. Immediately look for solo targets.

  2. The Combo:

    • Place Bounce Pad near target's escape route
    • Dash-jump (triggers Arcane Surge if owned)
    • Spirit Lasso → pulls target through air
    • Bounce Pad landing extends Lasso by +1s
    • Team follows up
  3. Urn Fights: Your Lasso wins urn fights. Position behind cover, wait for enemy to commit, Lasso the carrier or peeler.

  4. Walker Pushes: Place Bounce Pad for team mobility. Powder Kegs zone defenders. Save Lasso for counterengage.

Item Priority:

  • Rapid Recharge (3,200) - 3 Powder Kegs for zone control
  • Superior Cooldown (3,200) - Lasso every fight
  • Stamina Mastery (3,200) - Mobility for Lasso angles

Late Game (20+ minutes)

Playstyle: Win team fights with Spirit Lasso, chain CC with team

  1. Spirit Lasso Timing: Don't waste on tanks. Wait for carry or key support.

  2. Full Combo:

    • Position elevated or behind veil
    • Dash-jump → Spirit Lasso (extended range from Arcane Surge)
    • Target pulled + stunned for 3-4s (with Bounce Pad)
    • Powder Keg under stunned target
    • Team deletes
  3. Peel Usage: If your carry is dove, Lasso the diver. 3s stun saves lives.

  4. Patron Fights: Zone Patron pit with Powder Kegs. Lasso defenders who overextend.

Item Priority:

  • Boundless Spirit (6,400) - Maximum burst
  • Diviner's Kevlar (6,400) - 1000 barrier when you Lasso in
  • Greater Expansion (3,200) - 27m Lasso range

Key Combos

Basic Lasso Combo

Dash-Jump → Spirit Lasso → Powder Keg (under stunned target) → Crackshot

Extended CC Combo (with Bounce Pad)

Bounce Pad (pre-placed) → Dash-Jump → Spirit Lasso → Target bounces → +1s stun extension

Maximum Lockdown (with Knockdown/Curse)

Spirit Lasso (2.25-3s) → Knockdown (delayed 2s stun) → Curse (3.25s silence/disarm)
= ~7-8 seconds of hard disable

Emergency Peel

Powder Keg (between ally and enemy) → Lasso (if enemy commits) → Create distance

Matchup Notes

Strong Against

  • Immobile carries (Wraith, Seven): Free Lasso targets
  • Channel ults (Haze, Dynamo): Lasso interrupts
  • Dive heroes (Abrams, Shiv): Lasso them when they commit

Weak Against

  • Dispel/Unstoppable heroes (Warden cage, Yamato ult): They escape Lasso
  • Long-range poke (Grey Talon, Vindicta): Outrange your Crackshot
  • Gap closers (Phantom Strike users): Can punish your backline positioning

Lane Matchup Tips

  • vs Abrams/Shiv dive lane: Stay max range, Crackshot poke, Powder Keg if they commit
  • vs Poke lanes (Paradox, Grey Talon): Use cover, don't trade extended shots
  • vs CC lanes (Dynamo, Kelvin): Save Bounce Pad for escape

Summary

Holliday is a spirit-focused initiator whose entire game plan revolves around landing Spirit Lasso. Build maximum cooldown reduction and spirit power to ensure every team fight has Lasso available and hits hard. Her gun is one of the weakest in the game - don't waste souls on weapon items.

Core Identity:

  • Spirit Lasso is your win condition
  • Powder Keg provides zone control and burst
  • Crackshot is for safe poke and slow application
  • Bounce Pad extends Lasso duration and enables creative angles

Build Philosophy:

  • Skip Weapon category entirely (40 DPS gun is inefficient to scale)
  • Rush cooldown reduction (Compress → Superior Cooldown)
  • Max charges on Powder Keg (Rapid Recharge)
  • Scale Spirit Power hard (Boundless Spirit)
  • Get survivability for initiating (Diviner's Kevlar)

Infernus Build Guide: Eternal Flame

Build Focus: Sustained Spirit DOT + Lifesteal Difficulty: Medium Role: Zone Controller / Sustained Damage

Hero Overview

Infernus is a mobile skirmisher who excels at area denial and persistent damage over time. His flame-based abilities create burning zones that punish enemies who stay still, while Afterburn rewards accurate sustained fire with stacking DOT damage.

Core Stats

Stat Value Notes
Health 800 (+39/boon) LOW - needs survivability items
Stamina 3 Standard
Move Speed 6.7 m/s Sprint: 8.3 m/s
Weapon DPS 52 5.5 damage × 9.52 fire rate
Ammo 27 Fast fire rate = fast Afterburn buildup

Abilities

[1] Napalm (25s CD)

Stat Base Scaling
Damage 46 Spirit
Slow Duration 4s -
Debuff Duration 8s +Duration items

Upgrade Priority: T1 → T3 (skip T2)

  • T1 (+1 Charge): Two casts for trades, essential
  • T2 (+10% Lifesteal): Weak scaling, skip
  • T3 (+17% Damage Taken, -33% Healing): Massive team fight amplifier

[2] Flame Dash (38s CD)

Stat Base Notes
Trail Duration 3s Benefits from Superior Duration
Trail DPS 30 Spirit scaling
Slow Resist 50% Helps escape/chase

Upgrade Priority: T1 → T3

  • T1 (-30% Enemy Fire Rate): Lane trading advantage
  • T2 (+27 DPS): Trail now deals 57 DPS total
  • T3 (+1 Charge, -15s CD): Two dashes for mobility

[3] Afterburn (Passive)

Stat Base T3
Burn DPS 12 35.4
Burn Duration 3s 4s (with T2)
Buildup/Bullet 8.1% -
Buildup/Headshot 15.4% -

Upgrade Priority: T1 → T2 → T3 (MAX FIRST)

  • T1 (-20% Spirit Damage): Burning targets take 20% more spirit damage
  • T2 (+1s Burn Duration): More ticks = more damage
  • T3 (+23.4 DPS): Nearly triples base burn damage

[4] Concussive Combustion (140s CD)

Stat Base T3
Damage 150 244.5
Stun Duration 1.25s 1.75s (with T2)
Radius 13m 16m (with T2)

Upgrade Priority: T1 → T2 → T3

  • T1 (-35s CD): 105s cooldown, more frequent ults
  • T2 (+0.5s Stun, +3m Radius): Better team fight control
  • T3 (+94.5 Damage, 70% Lifesteal): Self-heal on hit

Key Mechanic: Cannot be interrupted once cast. Commit fully.

Ability Upgrade Order

Level Ability Upgrade
1 Afterburn Unlock
2 Flame Dash Unlock
3 Napalm Unlock
4 Afterburn T1 (-20% Spirit Damage)
5 Concussive Combustion Unlock
6 Afterburn T2 (+1s Burn Duration)
7 Flame Dash T1 (-30% Fire Rate)
8 Napalm T1 (+1 Charge)
9 Afterburn T3 (+23.4 DPS)
10 Concussive Combustion T1 (-35s CD)
11+ Napalm T3, Ult T2, Flame Dash T2-T3

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Spirit Spirit 800 +10 Spirit Power for burn damage
Extra Health Vitality 800 +185 HP (23% increase from base!)
Extra Regen Vitality 800 Lane sustain
Spirit Lifesteal Vitality 1,600 +16% lifesteal from Afterburn ticks

Early Game Total: 4,000 souls

Lane Phase Strategy:

  • Focus on hitting enemies to stack Afterburn, then disengage
  • Napalm → shoot → Flame Dash away for safe trades
  • Spirit Lifesteal provides constant healing from burn ticks

Mid Game (4k-15k souls)

Item Category Cost Purpose
Improved Spirit Spirit 1,600 +18 Spirit Power, +75 HP
Toxic Bullets Weapon 3,200 2% max HP bleed + -30% healing
Superior Duration Spirit 3,200 +28% ability duration
Fortitude Vitality 3,200 +375 HP, 2% HP regen out of combat

Mid Game Total: 11,200 souls

Mid Game Strategy:

  • Toxic Bullets synergizes perfectly with rapid fire rate
  • Superior Duration extends Napalm debuff (8s → 10.24s)
  • Push lanes, clear jungle, rotate for team fights
  • Your sustained damage shreds tanks and divers

Late Game (15k+ souls)

Item Category Cost Purpose
Escalating Exposure Spirit 6,400 +4.5% Spirit Amp per stack (max 54%!)
Leech Vitality 6,400 +30% Spirit/Bullet Lifesteal
Boundless Spirit Spirit 6,400 +35 Spirit, +15% Spirit Power

Late Game Total: 19,200+ souls

Late Game Strategy:

  • Escalating Exposure stacks FAST from Afterburn ticks
  • At 12 stacks, you deal 54% more spirit damage
  • Leech provides dual lifesteal and anti-heal resistance
  • Boundless Spirit multiplies all your spirit bonuses

Category Investment Summary

Core Build (22 items max)

Item Category Cost
Extra Spirit Spirit 800
Extra Health Vitality 800
Extra Regen Vitality 800
Spirit Lifesteal Vitality 1,600
Improved Spirit Spirit 1,600
Toxic Bullets Weapon 3,200
Superior Duration Spirit 3,200
Fortitude Vitality 3,200
Escalating Exposure Spirit 6,400
Leech Vitality 6,400
Category Total Spent 4.8k Bonus
Weapon 3,200 ✗ (sacrifice for damage)
Vitality 12,800 ✓ +203 Health
Spirit 12,000 ✓ +19 Spirit Power

Note: Weapon threshold is intentionally skipped. Infernus damage comes from spirit scaling and Toxic Bullets % HP damage, not raw weapon damage.


Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Extra Spirit 800 Improved Spirit 1,600
Improved Spirit 1,600 Boundless Spirit 6,400
Extra Health 800 Fortitude 3,200
Extra Health 800 Colossus 6,400
Duration Extender 1,600 Superior Duration 3,200
Spirit Lifesteal 1,600 Leech 6,400
Spirit Lifesteal 1,600 Infuser 6,400
Mystic Vulnerability 1,600 Escalating Exposure 6,400
Sprint Boots 800 Enduring Speed 1,600

Upgrade Strategy:

  1. Buy Extra Spirit early → upgrade to Improved Spirit by 8min
  2. Buy Spirit Lifesteal early → decide late: Leech (sustain) or Infuser (burst)
  3. Duration Extender (1,600) can be bought early if you want Superior Duration faster
  4. Extra Health upgrades to Fortitude OR Colossus depending on game state

Imbued Ability Assignments

Superior Duration → Napalm (Slot 1)

Superior Duration is an imbued item - its +28% duration applies to ONE ability only.

Recommended: Imbue Napalm (Slot 1)

  • Base debuff duration: 8s → 10.24s with Superior Duration
  • Longer window for amplified damage (+17% at T3)
  • Longer healing reduction (-33% at T3)
  • More time for team to focus debuffed target

Alternative: Imbue Flame Dash (Slot 2)

  • Trail duration: 3s → 3.84s
  • Choose this if you primarily use Flame Dash for zone denial
  • Less impactful than Napalm in most cases

Full Build Paths

Standard Sustained Damage Build

Early (0-4k):
  Extra Spirit (800) → Extra Health (800) → Extra Regen (800) → Spirit Lifesteal (1,600)

Mid (4k-15k):
  Improved Spirit (1,600) → Toxic Bullets (3,200) → Superior Duration (3,200) → Fortitude (3,200)

Late (15k+):
  Escalating Exposure (6,400) → Leech (6,400) → Boundless Spirit (6,400)

Tank Infernus Build

For games where you need to frontline:

Early (0-4k):
  Extra Health (800) → Extra Regen (800) → Spirit Lifesteal (1,600)

Mid (4k-15k):
  Fortitude (3,200) → Toxic Bullets (3,200) → Warp Stone (3,200)

Late (15k+):
  Colossus (6,400) → Infuser (6,400) → Escalating Exposure (6,400)

Aggressive Dive Build

For snowballing games:

Early (0-4k):
  Extra Spirit (800) → Spirit Lifesteal (1,600) → Improved Spirit (1,600)

Mid (4k-15k):
  Toxic Bullets (3,200) → Warp Stone (3,200) → Superior Duration (3,200)

Late (15k+):
  Escalating Exposure (6,400) → Infuser (6,400) → Boundless Spirit (6,400)

Situational Item Decision Tree

                    ┌─────────────────────────────────┐
                    │   What threats are you facing?  │
                    └─────────────────────────────────┘
                                   │
         ┌─────────────────────────┼─────────────────────────┐
         ▼                         ▼                         ▼
   ┌───────────┐           ┌───────────────┐         ┌───────────────┐
   │ Gun Burst │           │ Spirit Burst  │         │   Heavy CC    │
   │Haze/Wraith│           │Seven/Pocket   │         │Mo&Krill/Lash  │
   └───────────┘           └───────────────┘         └───────────────┘
         │                         │                         │
         ▼                         ▼                         ▼
  ┌─────────────┐          ┌─────────────┐          ┌─────────────┐
  │ Metal Skin  │          │ Spellbreaker│          │  Reactive   │
  │   (3,200)   │          │   (6,400)   │          │   Barrier   │
  │Bullet immune│          │75% spirit   │          │   (1,600)   │
  │   for 5s    │          │damage reduc │          │ +Barrier on │
  └─────────────┘          └─────────────┘          │     CC      │
         │                         │                └─────────────┘
         ▼                         │                         │
  ┌─────────────┐                  │                         ▼
  │If still     │                  │                ┌─────────────┐
  │dying, add:  │                  │                │ Unstoppable │
  │Warp Stone   │                  │                │   (6,400)   │
  │  (3,200)    │                  │                │CC immunity  │
  └─────────────┘                  │                └─────────────┘
                                   │
                                   ▼
                    ┌──────────────────────────────┐
                    │ Also consider Counterspell   │
                    │ (3,200) for parry protection │
                    └──────────────────────────────┘

Situational Items

vs Spirit-Heavy Comps

Item Cost When
Spellbreaker 6,400 vs Seven ult, Pocket burst, Lady Geist
Spirit Shielding 1,600 Early game vs spirit poke
Counterspell 3,200 If you're good at parry timing

vs Gun-Heavy Comps

Item Cost When
Metal Skin 3,200 vs Haze ult, Wraith carry
Warp Stone 3,200 Reposition + bullet resist
Fortitude 3,200 General tankiness

vs Heavy CC

Item Cost When
Reactive Barrier 1,600 vs Mo&Krill, Lash, Dynamo
Unstoppable 6,400 vs multiple stuns/silences
Dispel Magic 3,200 vs Bebop bomb, Seven ult DOT

vs Healing Comps

Item Cost When
Toxic Bullets 3,200 CORE - already provides -30% healing
Healbane 1,600 REDUNDANT - Toxic Bullets is better

Note: Don't stack Healbane with Toxic Bullets. The healing reduction doesn't stack additively - Toxic Bullets already covers this.


Items NOT to Buy

Siphon Bullets (6,400) - TRAP

Why it's bad for Infernus:

  • Stacks are lost on death (2 per death)
  • Requires sustained gun damage to stack
  • Infernus builds spirit, not pure gun
  • Same cost as Leech, which provides guaranteed 30% dual lifesteal

What to buy instead: Leech (6,400) - no stacks to lose, immediate value

Mystic Vulnerability (1,600) - WEAK EARLY

Why it's situational:

  • Enemies start with 0% spirit resist
  • Shredding 0% resist does nothing
  • Only valuable AFTER enemies buy Dispel Magic, Ethereal Shift, etc.
  • Component for Escalating Exposure, so not wasted if you're buying that

When to buy: Only if you're rushing Escalating Exposure (6,400) and enemies are building spirit resist

Torment Pulse (3,200) - REDUNDANT

Why it's not ideal for Infernus:

  • 27 DPS (base) to 2 targets in 9m radius
  • Infernus already has sustained damage from Afterburn
  • The 3,200 souls are better spent on Toxic Bullets or Superior Duration
  • Doesn't scale with your spirit as well as ability damage

What to buy instead: Toxic Bullets (3,200) - 2% max HP damage, healing reduction


Game Phase Strategy

Lane Phase (0-9 min)

Trading Pattern:

  1. Napalm enemy → they take +damage, reduced healing
  2. Shoot to apply Afterburn (3-5 bullets = full stacks)
  3. Flame Dash through them OR away to safety
  4. Spirit Lifesteal heals you through burn ticks

Power Spike: Level 4 (Afterburn T1) - burning targets take 20% more spirit damage

Prioritize:

  • Confirming creep souls (melee when safe)
  • Denying enemy orbs
  • Trading when you have Napalm + Flame Dash up

Mid Game (9-20 min)

Rotation Priority:

  1. Shove lane before rotating
  2. Contest sinners at 8 minutes
  3. Urn fights - you excel in enclosed spaces

Team Fight Role:

  • Apply Afterburn to multiple enemies
  • Napalm priority targets (carries, healers)
  • Save Concussive Combustion for grouped enemies
  • Flame Dash trails block choke points

Item Timing:

  • Toxic Bullets by 10 min
  • Superior Duration by 14 min

Late Game (20+ min)

Win Condition:

  • Extended team fights favor you
  • Escalating Exposure stacks = massive damage amplification
  • At 12 stacks, you deal 54% more spirit damage to that target

Positioning:

  • Front-to-mid line in fights
  • Use Flame Dash for repositioning, not initiation
  • Concussive Combustion is your initiation tool

Objective Focus:

  • Mid-boss fights in enclosed pit = perfect for your kit
  • Walker pushes - burn trails zone enemies
  • Patron fights - sustained damage melts structures

Advanced Tips

Afterburn Stacking Math

  • 9.52 fire rate = ~10 bullets per second
  • 8.1% buildup per bullet
  • Full Afterburn in ~1.2 seconds of sustained fire
  • Headshots build 15.4% (nearly double)

Escalating Exposure Synergy

  • Afterburn ticks every 0.5s
  • Escalating Exposure has 0.7s proc cooldown
  • Result: Near-instant stacking on burning targets
  • 12 stacks in ~8 seconds = 54% spirit amp

Concussive Combustion Timing

  • 1s delay before stun
  • Cannot be interrupted ONCE CAST
  • If stunned before cast animation completes, it fails
  • Flash through enemies, THEN cast for safer angle

Superior Duration Value

  • Napalm: 8s → 10.24s (extra 2.24s of damage amp)
  • Flame Dash trail: 3s → 3.84s
  • Concussive Combustion: Not affected (instant stun)

Matchup Notes

Infernus Counters (You Win)

Hero Why Strategy
Abrams Burn negates his lifesteal Keep distance, apply Afterburn
Lady Geist Anti-heal shuts down Life Drain Napalm → shoot → she can't heal
Shiv Burn + anti-heal counters bleed sustain Trade with Napalm up
Viscous Zone denial vs immobile target Trail behind him as he rolls

Counters Infernus (They Win)

Hero Why Counter-Strategy
Haze Bullet Dance bursts you down Metal Skin, stay near walls
Seven Storm Cloud outlasts your burn Dispel Magic, disengage during ult
Lash Death Slam catches you mid-dash Reactive Barrier, don't waste dash
Vindicta Outranges your entire kit Don't chase, fight in enclosed spaces

Summary

Infernus excels at sustained fights where burn damage accumulates. Build for Spirit Lifesteal early, add Toxic Bullets mid-game, then scale with Escalating Exposure late. Stay alive, keep shooting, and let the fire do the work.

Core Items: Spirit Lifesteal → Toxic Bullets → Superior Duration → Escalating Exposure → Leech

Key Insight from INSIGHTS.md: Infernus is significantly better in the current meta because jungle is easier to farm (burn clears fast), Toxic Bullets synergizes perfectly with sustained fire, and Spirit Lifesteal from constant Afterburn ticks provides massive healing.

Ivy Build Guide: Team Fight Enabler

Last Updated: 2026-02-05 Build Type: Support/Spirit Hybrid Difficulty: Medium Role: Support, Initiator, Zone Control

Hero Overview

Ivy is a supportive disruptor who excels at enabling teammates while controlling enemy positioning. Her unique tether mechanic (Watcher's Covenant) shares healing and buffs with allies, while Kudzu Bomb creates zones of area denial. She can rescue allies from danger or Air Drop them into fights.

Identity: Support/Utility with Spirit damage Win Condition: Enable your team through healing, buffs, zone control, and Air Drop plays

Core Stats

Stat Value
Health 725 (+44/boon)
Stamina 4
Move Speed 7.2 m/s
DPS 62
Fire Rate 13.6/s
Ammo 33

Strengths

  • Watcher's Covenant shares healing and fire rate with allies
  • Strong area denial with Kudzu Bomb (+1 charge from T1)
  • Air Drop provides team mobility and engage/disengage
  • Stone Form gives self-sustain and crowd control
  • High stamina (4) for mobility

Weaknesses

  • Long cooldowns (Air Drop 100s, Stone Form 37s base)
  • No built-in resistances
  • Requires allied proximity for maximum value
  • Air Drop has significant ally damage penalty during flight

Abilities

Kudzu Bomb [1]

Stat Base T1 T2 T3
Cooldown 32s - - -
Duration 4s - 6s -
DPS 40 - - 76
Radius 6m - - 8m
Charges 1 2 - -

Upgrade Priority: HIGH - T1 first (+1 Charge), then T3 for damage/radius

Watcher's Covenant [2]

Stat Base T1 T2 T3
Cooldown 37s - - -
Duration 12s - - -
Range 16m - - -
Fire Rate 0% +10% - -
Move Speed 0 - +2m/s -
Tether Count 1 - - 2

Upgrade Priority: MEDIUM - T1 for fire rate, T2/T3 later

Stone Form [3]

Stat Base T1 T2 T3
Cooldown 37s 18s - -
Damage 75 - 142 -
Radius 6m - - -
Stun 0.75s - 1.25s -
Max HP Heal 0% - - 13%

Upgrade Priority: HIGH - T1 first (-19s CD is massive)

Air Drop [4]

Stat Base T1 T2 T3
Cooldown 100s - - -
Duration 16s 24s - -
Range 14m - - -
Damage 115 - - -
Barrier 0 - 200 -
Bullet Resist 0% -20% - -
Silence 0s - - 3s

Upgrade Priority: LOW - Get T1 for duration, rest situational

Ability Upgrade Order

  1. Kudzu Bomb T1 (+1 Charge)
  2. Stone Form T1 (-19s Cooldown)
  3. Watcher's Covenant T1 (+10% Fire Rate)
  4. Stone Form T2 (+67.5 Damage, +0.5s Stun)
  5. Kudzu Bomb T2 (+2s Duration)
  6. Air Drop T1 (-20% Bullet Resist, +8s Duration)
  7. Watcher's Covenant T2 (+2m/s movement)
  8. Kudzu Bomb T3 (+36 DPS, +2m Radius)

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Charge Spirit 800 +1 Kudzu Bomb charge
Mystic Expansion Spirit 800 +20% Kudzu radius (imbued)
Extra Regen Vitality 800 Lane sustain
Extended Magazine Weapon 800 +30% ammo, +6% damage
Healing Rite Vitality 800 300 HP heal, can cast on ally

Early Game Total: 4,000 souls

Imbue Assignment: Mystic Expansion -> Kudzu Bomb (1)

Mid Game (4k-15k souls)

Item Category Cost Purpose
Healing Nova Vitality 3,200 325 HP team heal in 18m
Slowing Hex Spirit 1,600 -20% move, silence mobility
Heroic Aura Weapon 3,200 +15% Bullet Resist to team
Greater Expansion Spirit 3,200 +35% ability range/radius
Duration Extender Spirit 1,600 +22% duration (imbued)

Mid Game Total: 12,800 souls

Imbue Assignment: Duration Extender -> Watcher's Covenant (2)

Late Game (15k+ souls)

Item Category Cost Purpose
Superior Duration Spirit 3,200 Upgrade from Duration Extender
Vortex Web Spirit 6,400 12m pull, enables combos
Healing Tempo Vitality 6,400 +35% Fire Rate on heals
Colossus Vitality 6,400 Tank mode, +35% resists

Late Game Total: 22,400 souls


Category Investment Summary

Core Build (18 items)

Item Category Cost
Extra Charge Spirit 800
Mystic Expansion Spirit 800
Extra Regen Vitality 800
Extended Magazine Weapon 800
Healing Rite Vitality 800
Healing Nova Vitality 3,200
Slowing Hex Spirit 1,600
Heroic Aura Weapon 3,200
Greater Expansion Spirit 3,200
Duration Extender Spirit 1,600
Superior Duration Spirit 3,200
Vortex Web Spirit 6,400
Healing Tempo Vitality 6,400
Colossus Vitality 6,400
Category Total Spent 4.8k Bonus
Weapon 4,000 Close (+18% Weapon Damage)
Vitality 17,600 +203 Health
Spirit 17,600 +19 Spirit Power

Note: Add Monster Rounds (800 Weapon) early for objective damage and to hit 4.8k Weapon threshold.


Upgrade Paths

Items that upgrade into other items:

T1/T2 Item Cost Upgrades Into Cost
Mystic Expansion 800 Greater Expansion 3,200
Duration Extender 1,600 Superior Duration 3,200
Extra Regen 800 Healing Booster 1,600
Healing Rite 800 Healing Nova 3,200
Healing Rite 800 Rescue Beam 3,200
Healing Booster 1,600 Healing Tempo 6,400
Slowing Hex 1,600 Vortex Web 6,400
Guardian Ward 1,600 Divine Barrier 6,400
Debuff Reducer 1,600 Unstoppable 6,400

Upgrade Strategy:

  1. Buy Mystic Expansion early -> upgrade to Greater Expansion when you can afford full item
  2. Healing Rite -> Healing Nova path is most common
  3. Duration Extender -> Superior Duration for Watcher's Covenant builds
  4. Slowing Hex -> Vortex Web is core late game

Imbued Ability Assignments

Mystic Expansion / Greater Expansion

Imbue: Kudzu Bomb (1)

  • Kudzu Bomb radius 6m -> 7.2m (Mystic) or 8.1m (Greater)
  • Larger zone = more effective area denial
  • T3 upgrade adds +2m base, so with Greater Expansion: 8m -> 10.8m

Duration Extender / Superior Duration

Imbue: Watcher's Covenant (2)

  • Base 12s -> 14.6s (Extender) or 15.4s (Superior)
  • Longer tether = more sustained healing share and fire rate buff
  • Alternative: Kudzu Bomb for 4s -> 5.12s zone

Slowing Hex (if purchased separately)

Imbue: Stone Form (3)

  • Not strictly necessary but can imbue for +0.5m sprint speed
  • Usually better to imbue on damage/duration abilities

Situational Items

vs Spirit-Heavy (Seven, Infernus, Pocket)

Item Cost Purpose
Spirit Resilience 3,200 +30% Spirit Resist (+22% below 40% HP)
Enchanter's Emblem 1,600 +15% Spirit Resist when >65% HP
Debuff Reducer 1,600 +25% Status Resistance (DOT reduction)

vs Gun-Heavy (Haze, Wraith, Grey Talon)

Item Cost Purpose
Bullet Resilience 3,200 +30% Bullet Resist (+22% below 40% HP)
Metal Skin 3,200 5s bullet immunity on 24s CD
Return Fire 1,600 +8% Bullet Resist, reflect 60% damage

vs Heavy CC (Mo & Krill, Bebop, Lash)

Item Cost Purpose
Debuff Reducer 1,600 +25% Status Resistance
Unstoppable 6,400 Immune to Stun/Silence/Sleep/Root/Disarm
Divine Barrier 6,400 Remove non-stun debuffs, 600 barrier

vs Healing/Sustain (Abrams, Lady Geist, Shiv)

Item Cost Purpose
Healbane 1,600 -35% healing from spirit damage
Toxic Bullets 3,200 -30% healing, 2% max HP bleed

Decision Tree

START: Early Game
|
+-- Do I need lane sustain?
|   +-- YES -> Extra Regen (800) + Healing Rite (800)
|   +-- NO (aggressive lane) -> Extra Charge first
|
+-- Hitting 4.8k Spirit?
|   +-- YES -> Extra Charge + Mystic Expansion + Slowing Hex
|   +-- NO -> Add Extra Spirit (800)
|
MID GAME:
|
+-- Is team grouping for fights?
|   +-- YES -> Heroic Aura (3,200) PRIORITY
|   +-- NO -> Greater Expansion for solo lane pressure
|
+-- Are enemies mobile? (Lash, Pocket, Wraith)
|   +-- YES -> Slowing Hex (1,600) -> Vortex Web (6,400)
|   +-- NO -> Skip Slowing Hex, get Superior Cooldown
|
+-- Team needs more healing?
|   +-- YES -> Healing Nova (3,200) -> Healing Tempo (6,400)
|   +-- NO -> Rescue Beam for save-focused play
|
LATE GAME:
|
+-- Enemy has fed gun carry? (Haze, Wraith)
|   +-- YES -> Metal Skin (3,200) or Colossus (6,400)
|   +-- NO -> Vortex Web for combo setup
|
+-- Need to survive burst?
|   +-- Spirit Burst -> Spirit Resilience (3,200)
|   +-- Gun Burst -> Bullet Resilience (3,200)
|   +-- CC Chain -> Unstoppable (6,400)

Items NOT to Buy

Ethereal Shift (6,400)

Why it's a trap: Ivy's value comes from her presence in fights - tethering allies, dropping Kudzu Bombs, stunning with Stone Form. Going invulnerable removes your ability to support your team. Stone Form already provides a defensive tool with its 13% max HP heal (T3) and stun. The 6,400 cost is better spent on Vortex Web which enables team fight combos.

Infuser (6,400)

Why it's a trap: Spirit lifesteal sounds appealing but Ivy's spirit damage is sustained DPS from Kudzu Bomb (40-76 DPS), not burst. At 76 DPS with 16% lifesteal, you heal ~12 HP/s - minimal for the cost. Healing Nova (3,200) provides 325+ HP team heal for half the cost.

Boundless Spirit (6,200)

Why it's a trap: Ivy doesn't scale heavily with Spirit Power. Her abilities have fixed damage values with modest spirit scaling. The 6,200 investment is better spent on utility items like Vortex Web or defensive items like Colossus.

Glass Cannon (6,200)

Why it's a trap: Ivy is not a DPS carry. Her weapon damage is secondary to her utility. Fire rate from Glass Cannon is wasted when your job is to support, not shoot.


Game Phase Strategy

Lane Phase (0-8 minutes)

Goal: Survive, farm, enable your lane partner

  1. Opening Buys: Extra Charge + Extra Regen (1,600 total)
  2. Lane Trading: Use Kudzu Bomb to zone enemies off troopers, save second charge for escapes
  3. Watcher's Covenant: Tether your lane partner for shared healing and +10% fire rate (T1)
  4. Stone Form: Use defensively to escape ganks or offensively with lane partner follow-up
  5. At 4k souls: Have Mystic Expansion + Healing Rite + Extended Magazine

Lane Combos:

  • Kudzu Bomb (zone) -> Partner engages -> Stone Form (stun)
  • Slowing Hex (if bought) -> Stone Form -> Kudzu Bomb

Mid Game (8-20 minutes)

Goal: Group for objectives, provide team utility

  1. Heroic Aura Priority: +15% Bullet Resist to your entire team in 30m radius
  2. Objective Control: Air Drop can steal mid boss or urn (grab ally, fly over, drop on objective)
  3. Fight Setup: Vortex Web (12m pull) -> Stone Form (stun) -> Team follows up
  4. Healing Nova: Use in sustained fights, 60s cooldown so don't waste it

Power Spikes:

  • Heroic Aura (3,200): Team-wide bullet resistance
  • Greater Expansion (3,200): Massive Kudzu Bomb radius
  • Vortex Web (6,400): Enables Stone Form combos

Late Game (20+ minutes)

Goal: Enable carries, win team fights

  1. Full Support Mode: Healing Tempo procs off all your heals (Watcher's Covenant, Healing Nova, Stone Form self-heal)
  2. Air Drop Usage:
    • Offensive: Grab your carry, fly into backline, drop for silence (T3)
    • Defensive: Grab ally being focused, fly to safety
  3. Vortex Web Combos: 12m capture radius pulls enemies into clumps for team AOE
  4. Colossus Active: Use when front-lining, 35% resists + 30% slow to nearby enemies

Team Fight Sequence:

  1. Pre-fight: Heroic Aura (15% bullet resist aura)
  2. Engage: Vortex Web -> Stone Form (stun clumped enemies)
  3. Zone: Kudzu Bomb x2 on enemy backline
  4. Sustain: Healing Nova when team takes damage
  5. Rescue: Air Drop to save focused ally or reposition carry

Combo Sequences

Standard Engage

Vortex Web (12m pull) -> Stone Form (1.25s stun) -> Kudzu Bomb x2

Air Drop Engage

Air Drop (grab carry) -> Drop on enemy backline (knockup + T3 silence) -> Kudzu Bomb -> Stone Form

Defensive Peel

Kudzu Bomb (slow zone) -> Slowing Hex (catch chaser) -> Stone Form (stun) -> Air Drop (rescue ally)

Mid Boss Steal

Air Drop (grab ally) -> Fly over pit -> Drop on Rejuvenator -> Ally heavy melees

Matchup Notes

Good Lane Partners

  • Abrams: Your sustain + his dive = kill pressure
  • Shiv: Slowing Hex -> Shiv Dash -> Stone Form
  • Lash: Air Drop into Death Slam combos

Difficult Matchups

  • Seven: Storm Cloud outranges Kudzu Bomb, build Spirit Resilience
  • Haze: Bullet Dance shreds you, need Metal Skin or Colossus
  • Bebop: Hook pulls you out of position, Reactive Barrier helps

Counter-Play

  • Save Stone Form for when you need the stun or self-heal, don't waste it
  • Air Drop cooldown is 100s - track it and don't overcommit
  • Watcher's Covenant range is 16m - stay close to allies to maintain tether

Kelvin: Glacial Support Build

Build Name: Glacial Support Archetype: Support/Initiator Patch: 2026-02-05

Hero Overview

Kelvin is a support-oriented spirit hero who excels at teamfight control through his Frozen Shelter dome and Arctic Beam channel. His kit centers around area denial, ally protection, and sustained slows that cripple enemy positioning.

Base Stats

Stat Value Notes
Health 850 (+58/boon) High base HP
Stamina 3 Average
Move Speed 6.7 m/s Average
Weapon DPS 71 LOW - gun is weak
Ammo 14 LOW
Fire Rate 3.81/s Slow

Build Direction: Gun Kelvin is not viable. The gun shoots very slow and does minimal damage. This build focuses entirely on support utility: disabling enemies, healing teammates, and controlling fights with Frozen Shelter.

Ability Data

[1] Frost Grenade

Stat Base T1 T2 T3
Damage 60 (+0.91 spirit) - - +144 dmg
Cooldown 20s - - -30% Stam Regen
Duration 4s - - -
Radius 6.5m - - -
Special - +1 Charge +80 HP Ally Heal -

Upgrade Priority: T1 > T2 > T3 T2 makes Frost Grenade a healing tool for teammates. Essential for support.

[2] Ice Path

Stat Base T1 T2 T3
Cooldown 46s - -17s (29s) -
Duration 8s - - -
Move Speed +2 m/s +4 m/s Sprint - +1 Spirit/meter
Max Spirit - - - 90 (lingers 9s)

Upgrade Priority: T2 > T1 > T3 T2's -17s cooldown is massive. T3 provides up to +90 spirit power for extended fights.

[3] Arctic Beam

Stat Base T1 T2 T3
DPS 45 (+0.84 spirit) - +33.3 DPS -
Cooldown 25s -7s (18s) - -
Duration 5s - - -
Range 25m - - -
Special - - - +2 beams (10m)

Upgrade Priority: T1 > T2 > T3 T1 reduces cooldown significantly. T3 is a massive teamfight upgrade with 3 beams total.

[4] Frozen Shelter (Ultimate)

Stat Base T1 T2 T3
Cooldown 170s - - -
Duration 5.25s - +1s (6.25s) -
Radius 10m - - -
HP Regen 90 - - +50, scales w/ spirit
Special Invulnerable -40% Fire Rate - -

Upgrade Priority: T1 > T2 > T3 T1's fire rate reduction makes enemies inside dome nearly harmless.

Recommended Ability Point Order

  1. Arctic Beam [1] - lane damage
  2. Frost Grenade [1] - T1 for second charge
  3. Ice Path [1] - basic mobility
  4. Frozen Shelter [1] - unlock ult
  5. Frost Grenade [2] - T2 ally healing
  6. Ice Path [2] - T2 cooldown reduction
  7. Arctic Beam [2] - more DPS
  8. Frozen Shelter [2] - T1 fire rate debuff

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Regen Vitality 800 Lane sustain
Healing Rite Vitality 800 Active heal, component
Arcane Surge Spirit 1,600 CORE - empowers all abilities
Extra Spirit Spirit 800 Spirit scaling

Total: 4,000 souls

Lane Phase Strategy:

  • Arcane Surge works on EVERYTHING Kelvin does:
    • Frost Grenade: more damage, bigger radius, more healing
    • Arctic Beam: more damage, longer duration
    • Frozen Shelter: bigger dome, longer duration
  • Always dash-jump before casting abilities to trigger Arcane Surge buff
  • Use Frost Grenade T2 to heal your lane partner
  • Arctic Beam is your primary damage - channel from cover

Mid Game (4k-15k souls)

Item Category Cost Purpose
Superior Cooldown Spirit 3,200 CORE - 20% CDR (ult 136s)
Greater Expansion Spirit 3,200 CORE - +35% radius/range
Rescue Beam Vitality 3,200 Pull allies to safety
Guardian Ward Vitality 1,600 Barrier for allies
Mystic Slow Spirit 1,600 -30% slow on all spirit damage
Healing Booster Vitality 1,600 +20% healing effectiveness

Total: 14,400 souls Running Total: 18,400 souls

Mid Game Strategy:

  • Frozen Shelter + urn turn-in is the classic guaranteed urn play
  • Use Ice Path to enable team rotations and ganks
  • Position aggressively to Arctic Beam in teamfights
  • Rescue Beam can save over-extended carries

Late Game (15k+ souls)

Item Category Cost Purpose
Refresher Spirit 6,400 CORE - DOUBLE DOME
Healing Tempo Vitality 6,400 Team fire rate on heal
Colossus Vitality 6,400 Frontline tank mode
Divine Barrier Vitality 6,400 Cleanse + barrier ally

Total: 25,600 souls Final Total: 44,000 souls

Late Game Strategy:

  • Refresher allows two Frozen Shelters in one fight - often wins games outright
  • Combo: Dome #1 → Refresher → Dome #2 for 12+ seconds of invulnerability
  • Healing Tempo grants +35% fire rate to any ally you heal
  • Position to dome critical objectives (patron, mid-boss, walkers)

Category Investment Summary

Full Build

Item Category Cost
Extra Regen Vitality 800
Healing Rite Vitality 800
Arcane Surge Spirit 1,600
Extra Spirit Spirit 800
Superior Cooldown Spirit 3,200
Greater Expansion Spirit 3,200
Rescue Beam Vitality 3,200
Guardian Ward Vitality 1,600
Mystic Slow Spirit 1,600
Healing Booster Vitality 1,600
Refresher Spirit 6,400
Healing Tempo Vitality 6,400
Colossus Vitality 6,400
Divine Barrier Vitality 6,400
Category Total Spent 4.8k Bonus
Weapon 0 ✗ (intentional - gun is bad)
Vitality 27,200 ✓ +203 Health
Spirit 16,800 ✓ +19 Spirit Power

Note: This build intentionally skips Weapon investment. Kelvin's 71 DPS gun with slow fire rate gains almost nothing from weapon damage bonuses. The 4.8k Vitality and Spirit thresholds provide far more value.

Upgrade Paths

Items that upgrade into other items (plan your purchases):

T1/T2 Item Cost Upgrades Into Cost
Extra Stamina 800 Arcane Surge 1,600
Extra Regen 800 Healing Booster 1,600
Healing Rite 800 Rescue Beam 3,200
Mystic Expansion 800 Greater Expansion 3,200
Compress Cooldown 1,600 Superior Cooldown 3,200
Guardian Ward 1,600 Divine Barrier 6,400
Healing Booster 1,600 Healing Tempo 6,400

Upgrade Strategy:

  1. Buy Extra Stamina early → becomes Arcane Surge component
  2. Buy Healing Rite early → becomes Rescue Beam component
  3. Extra Regen → Healing Booster → Healing Tempo is your sustain chain
  4. Guardian Ward → Divine Barrier is your ally protection chain

Imbued Ability Assignments

Most items in this build are NOT imbued (Superior Cooldown, Greater Expansion affect all abilities globally).

If you add Superior Duration (optional):

  • Recommended: Imbue Frozen Shelter [4]
  • 5.25s → 6.72s duration with +28%
  • Extra 1.47 seconds of team invulnerability is massive
  • Alternative: Arctic Beam (5s → 6.4s for more damage)

If you add Compress Cooldown (builds into Superior Cooldown):

  • Imbue Frozen Shelter [4] to reduce 170s cooldown
  • With -18%: 170s → 139s

Situational Items

vs Spirit-Heavy (Lady Geist, Seven, Infernus)

Item Cost Why
Dispel Magic 3,200 Cleanse DOTs, +16% Spirit Resist
Unstoppable 6,400 Immune to Seven/Dynamo ults

vs Gun-Heavy (Haze, Wraith, Grey Talon)

Item Cost Why
Heroic Aura 3,200 +15% Bullet Resist for team
Majestic Leap 3,200 Reposition for optimal dome

vs Heavy CC (Dynamo, Lash, Mo & Krill)

Item Cost Why
Unstoppable 6,400 ESSENTIAL - immune to stuns
Debuff Reducer 1,600 Early pickup, +25% status resist

Decision Tree

START: Lane Phase
│
├─ Do you need lane sustain?
│   ├─ YES → Extra Regen + Healing Rite
│   └─ NO → Extra Spirit first
│
├─ First 1,600 souls
│   └─ ALWAYS → Arcane Surge (core item)
│
├─ 3,200 souls available
│   ├─ Team needs CDR → Superior Cooldown
│   └─ Team needs range → Greater Expansion
│
├─ Mid game: Is enemy team dive-heavy?
│   ├─ YES → Rescue Beam + Guardian Ward
│   └─ NO → Double down on CDR
│
├─ 6,400 souls: What does team need?
│   ├─ Win teamfights → Refresher (double dome)
│   ├─ Protect carries → Divine Barrier
│   ├─ Tank frontline → Colossus
│   └─ Buff gun carries → Healing Tempo
│
└─ Late game: Is enemy CC oppressive?
    ├─ YES → Add Unstoppable
    └─ NO → Stay with core build

Items NOT to Buy

Siphon Bullets (6,400)

  • Kelvin's gun is awful (71 DPS, 3.81 fire rate)
  • Stacks lost on death - never worth it on support
  • Spirit Lifesteal (1,600) provides better sustain

Toxic Bullets (3,200)

  • Requires sustained bullet hits to stack bleed
  • Kelvin's 3.81 fire rate is far too slow
  • Zero synergy with ability-focused playstyle

Ethereal Shift (6,400)

  • Cancels Arctic Beam channel if activated
  • Kelvin already has invulnerability via Frozen Shelter
  • 6,400 souls better spent on Refresher for double dome

Boundless Spirit (6,400)

  • Kelvin's spirit scaling is moderate (0.91, 0.84)
  • CDR and utility provide more value
  • Greater Expansion + Superior Duration give similar effective scaling

Game Phase Strategy

Lane Phase (0-10 minutes)

  • Focus on supporting your lane partner with Frost Grenade heals
  • Use Arctic Beam for secure trooper kills and poke
  • Dash-jump before EVERY ability cast for Arcane Surge bonus
  • Ice Path for emergency escapes or aggressive rotations
  • Save Frozen Shelter for genuine all-in fights

Mid Game (10-20 minutes)

  • Ice Path enables fast urn runs and objective rotations
  • Position for 3-4 person Arctic Beams in skirmishes
  • Frozen Shelter timing is critical - don't waste on minor trades
  • Rescue Beam saves over-extended carries
  • Farm jungle camps with abilities, not gun

Late Game (20+ minutes)

  • Refresher + Double Dome is your win condition
  • Position to protect Patron or secure Mid-Boss
  • Stay near carries to Guardian Ward and Rescue Beam them
  • Ice Path T3 grants up to +90 spirit power in extended fights
  • Colossus active when you need to frontline dome onto enemies

Counter-Play Awareness

Threats to Kelvin

Hero Threat Counter
Haze Bullet Dance shreds dome members Dome away from her or Unstoppable
Seven Storm Cloud inside dome is deadly Dispel Magic, kite out
Mirage Tornado disrupts dome Position dome in enclosed spaces
Dynamo Singularity before dome Unstoppable, or dome preemptively

Your Win Conditions

  1. Double Dome (Refresher) in late teamfights
  2. Ice Path enabling team rotations
  3. Arctic Beam T3 hitting 3+ enemies
  4. Frost Grenade healing in sustained fights

Build by Glacial Support archetype analysis. Sources: Tracklock.gg, Mobalytics, Cerno's Medi Beam guide.

Lady Geist: Hybrid Soul Drainer Build

Build Name: Hybrid Soul Drainer Playstyle: Sustained hybrid damage dealer who thrives in extended fights through Life Drain sustain and spirit/gun damage scaling. Difficulty: Medium-High (requires good positioning for Soul Exchange)


Hero Overview

Lady Geist is a true hybrid hero who excels at both spirit and gun damage. Her kit revolves around:

  • Life Drain: The core ability - 80% damage-to-heal conversion creates unmatched sustain
  • Essence Bomb + Malice: Burst combo with damage amplification stacking
  • Soul Exchange: Game-changing ultimate that swaps health percentages (5.5m range)

Base Stats

Stat Value Notes
Health 850 (+51/boon) Slightly below average
Stamina 3 Average
Move Speed 6.3 m/s Average
DPS 46 Medium range
Bullet Damage 21.94 (+0.946/boon) Solid scaling
Ammo 9 LOW - key limitation
Fire Rate 2.12/s Moderate
Reload 2.59s Slow

Key Insight: Geist's 9-round magazine is her biggest weapon limitation. Items like Kinetic Dash (+6 ammo on dash-jump) are extremely valuable.


Ability Data

[1] Essence Bomb

Stat Base T1 T2 T3
Cooldown 14.5s 10.5s 10.5s 10.5s
Damage 90 90 139.5 139.5
Self Damage 30 30 30 30
Radius 9m 9m 9m 9m
Special - -4s CD +49.5 dmg +26% BloodSpill DPS 6s

[2] Life Drain

Stat Base T1 T2 T3
Cooldown 30s 30s 30s 30s
Duration 2.5s 2.5s 4.5s 4.5s
DPS 32 48.2 48.2 48.2
Range 18m (30m tether) 18m 18m 18m
Special - +16.2 DPS +2s duration +2 charges

Critical: Life Drain heals you for 80% of damage dealt. With T1 (+16.2 DPS), you heal ~38.5 HP/s at base.

[3] Malice

Stat Base T1 T2 T3
Cooldown 6s 3s 3s 3s
Damage 23 23 48.2 48.2
Health Cost 9% 9% 9% 9%
Blood Shards 3 3 7 7
Damage Amp/Stack 8% 8% 8% 15%
Slow/Stack 15% 15% 15% 15%
Special - -3s CD +4 shards, +25.2 dmg +7% amp/stack

[4] Soul Exchange

Stat Base T1 T2 T3
Cooldown 185s 150s 150s 150s
Cast Range 5.5m 5.5m 5.5m 5.5m
Enemy Min HP 30% 30% 30% 30%
Min HP Received 30% 30% 30% 30%
Special - -35s CD +40% fire rate 8s 3s AoE silence

Ability Upgrade Priority

  1. Life Drain T1 (1 point) - +16.2 DPS is massive early sustain
  2. Essence Bomb T1 (1 point) - 10.5s cooldown for constant poke
  3. Malice T1 (1 point) - 3s cooldown enables constant stacking
  4. Life Drain T2 (2 points) - 4.5s duration is huge value increase
  5. Soul Exchange T1 (1 point) - Reduce 185s to 150s
  6. Soul Exchange T2 (2 points) - +40% fire rate enables hybrid damage
  7. Malice T3 (5 points) - 15% damage amp per stack is game-changing
  8. Essence Bomb T2 (2 points) - +49.5 damage
  9. Life Drain T3 (5 points) - +2 charges for back-to-back drains

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Regen Vitality 800 Lane sustain, pairs with Life Drain
Mystic Burst Spirit 800 +40 damage on Essence Bomb
Extra Spirit Spirit 800 +10 spirit power, universal scaling
Sprint Boots Vitality 800 Map mobility, out-of-combat regen
Monster Rounds Weapon 800 Farm efficiency, sell later

Early Game Total: 4,000 souls

Lane Phase Strategy:

  • Use Life Drain aggressively - 80% damage-to-heal lets you out-trade most heroes
  • Hide behind cover when Life Drain is on cooldown (40% self-slow during channel is risky)
  • Essence Bomb the wave for souls + harass
  • Malice before trading to stack damage amp

Mid Game (4k-15k souls)

Item Category Cost Purpose
Spirit Lifesteal Vitality 1,600 16% lifesteal on all abilities
Duration Extender Spirit 1,600 +22% duration on Life Drain
Kinetic Dash Weapon 1,600 +25% fire rate, +6 ammo, +1 stamina
Toxic Bullets Weapon 3,200 2% max HP bleed + anti-heal
Superior Duration Spirit 3,200 +28% duration (upgrades Duration Extender)
Spirit Resilience Vitality 3,200 30% spirit resist, +22% when low

Mid Game Total: 14,400 souls (cumulative: 18,400)

Mid Game Strategy:

  • Life Drain with Superior Duration: 4.5s × 1.28 = 5.76s channel
  • Toxic Bullets apply through Life Drain window - enemies bleed while you heal
  • Spirit Resilience synergizes with Soul Exchange (puts you at 30% HP, triggering bonus resist)
  • Kinetic Dash before engaging for fire rate and ammo

Late Game (15k+ souls)

Item Category Cost Purpose
Radiant Regeneration Spirit 3,200 70+ HP per ability cast
Warp Stone Vitality 3,200 Gap close for Soul Exchange
Superior Cooldown Spirit 3,200 20% CDR for all abilities
Escalating Exposure Spirit 6,400 4.5% spirit amp per stack (54% max)
Leech Vitality 6,400 30% spirit + bullet lifesteal
Boundless Spirit Spirit 6,400 +35 spirit, +15% spirit power

Late Game Total: 25,600 souls (cumulative: 44,000)

Late Game Alternatives:

  • Phantom Strike (6,400) instead of Warp Stone - 25m teleport + disarm, better initiation
  • Infuser (6,400) instead of Leech - 80% spirit lifesteal active for burst healing
  • Curse (6,400) - 3.25s lockdown for guaranteed Soul Exchange

Category Investment Summary

Core Build (16 items)

Item Category Cost
Extra Regen Vitality 800
Mystic Burst Spirit 800
Extra Spirit Spirit 800
Sprint Boots Vitality 800
Monster Rounds Weapon 800
Spirit Lifesteal Vitality 1,600
Duration Extender Spirit 1,600
Kinetic Dash Weapon 1,600
Toxic Bullets Weapon 3,200
Superior Duration Spirit 3,200
Spirit Resilience Vitality 3,200
Radiant Regeneration Spirit 3,200
Warp Stone Vitality 3,200
Escalating Exposure Spirit 6,400
Leech Vitality 6,400
Boundless Spirit Spirit 6,400
Category Total Spent 4.8k Bonus
Weapon 5,600 ✓ +18% Weapon Damage
Vitality 16,000 ✓ +203 Health
Spirit 22,400 ✓ +19 Spirit Power

All three 4.8k thresholds are hit with core build.


Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Extra Stamina 800 Kinetic Dash 1,600
Sprint Boots 800 Enduring Speed 1,600
Mystic Regeneration 800 Radiant Regeneration 3,200
Duration Extender 1,600 Superior Duration 3,200
Compress Cooldown 1,600 Superior Cooldown 3,200
Mystic Vulnerability 1,600 Escalating Exposure 6,400
Mystic Expansion 800 Greater Expansion 3,200
Improved Spirit 1,600 Boundless Spirit 6,400
Spirit Lifesteal 1,600 Infuser 6,400
Spirit Lifesteal + Bullet Lifesteal 1,600 each Leech 6,400

Upgrade Strategy:

  1. Buy Duration Extender (1,600) early → upgrades to Superior Duration (3,200) mid game
  2. Mystic Regeneration (800) early → upgrades to Radiant Regeneration (3,200) mid game
  3. Can skip Mystic Vulnerability if not going Escalating Exposure route

Imbued Ability Assignments

Superior Duration - Imbue Life Drain (Slot 2)

Why Life Drain:

  • Base duration: 2.5s → 3.2s (+0.7s)
  • With T2 upgrade: 4.5s → 5.76s (+1.26s)
  • More drain time = more healing = more sustained damage
  • Malice already has 9s debuff duration (doesn't benefit as much)

Alternative: Imbue Malice if team needs more lockdown (extended slow duration)

Compress Cooldown (if purchased) - Imbue Essence Bomb (Slot 1)

Why Essence Bomb:

  • Base cooldown: 14.5s → 11.89s
  • With T1 upgrade: 10.5s → 8.61s
  • Constant poke pressure and Mystic Burst procs

Escalating Exposure - No Imbue Required

This item is passive - applies spirit amp on ALL spirit damage. Life Drain ticks constantly, building stacks rapidly.


Full Build Paths

Standard Hybrid Build (Recommended)

Early:  Extra Regen → Mystic Burst → Extra Spirit → Sprint Boots → Monster Rounds
        ↓
Mid:    Spirit Lifesteal → Duration Extender → Kinetic Dash → Toxic Bullets
        ↓
        Superior Duration → Spirit Resilience → Radiant Regeneration
        ↓
Late:   Warp Stone → Superior Cooldown → Escalating Exposure → Leech → Boundless Spirit

Aggressive 1v1 Build

Early:  Extra Regen → Mystic Burst → Spirit Strike → Extra Health → Monster Rounds
        ↓
Mid:    Spirit Lifesteal → Duration Extender → Healbane → Toxic Bullets
        ↓
        Superior Duration → Fortitude → Superior Cooldown
        ↓
Late:   Phantom Strike → Escalating Exposure → Infuser → Curse

Anti-Burst Survival Build

Early:  Extra Regen → Extra Health → Extra Spirit → Sprint Boots
        ↓
Mid:    Spirit Lifesteal → Duration Extender → Spirit Resilience → Reactive Barrier
        ↓
        Superior Duration → Dispel Magic → Metal Skin (vs guns)
        ↓
Late:   Unstoppable → Leech → Diviner's Kevlar → Boundless Spirit

Situational Decision Tree

                         ┌─────────────────┐
                         │  Enemy Comp?    │
                         └────────┬────────┘
                                  │
          ┌───────────────────────┼───────────────────────┐
          ▼                       ▼                       ▼
   ┌─────────────┐         ┌─────────────┐         ┌─────────────┐
   │ Spirit-Heavy │         │  Gun-Heavy  │         │  Heavy CC   │
   │ Seven/Pocket │         │ Haze/Wraith │         │Dynamo/Kelvin│
   └──────┬──────┘         └──────┬──────┘         └──────┬──────┘
          │                       │                       │
          ▼                       ▼                       ▼
   ┌─────────────┐         ┌─────────────┐         ┌─────────────┐
   │Spirit Resist │         │Metal Skin   │         │Unstoppable  │
   │(3,200)       │         │(3,200)      │         │(6,400)      │
   │              │         │             │         │             │
   │Dispel Magic  │         │Warp Stone   │         │Dispel Magic │
   │(3,200)       │         │(3,200)      │         │(3,200)      │
   │              │         │             │         │             │
   │Ethereal Shift│         │Return Fire  │         │Reactive     │
   │(6,400)       │         │(1,600)      │         │Barrier(1,600│
   └─────────────┘         └─────────────┘         └─────────────┘

Situational Items

vs Spirit-Heavy (Seven, Infernus, Pocket, Lady Geist)

Item Cost Purpose
Spirit Resilience 3,200 30% resist, +22% when below 40% HP
Dispel Magic 3,200 Cleanse DoTs and debuffs, +16% spirit resist
Ethereal Shift 6,400 Dodge Seven's Static Charge, Pocket's Affliction burst

vs Gun-Heavy (Haze, Wraith, Mirage, Grey Talon)

Item Cost Purpose
Metal Skin 3,200 5s bullet immunity, +15% bullet resist
Warp Stone 3,200 30% bullet resist + escape/engage
Return Fire 1,600 60% bullet reflect discourages shooters

vs Heavy CC (Dynamo, Paradox, Kelvin, Mo & Krill)

Item Cost Purpose
Unstoppable 6,400 5.5s CC immunity, protects Life Drain channel
Dispel Magic 3,200 Cleanse on demand
Reactive Barrier 1,600 Auto-barrier on stun/root

vs Healing/Sustain (Abrams, Shiv, Ivy)

Item Cost Purpose
Healbane 1,600 -35% healing on spirit damage
Toxic Bullets 3,200 -30% healing + 2% max HP bleed
Spirit Burn 6,400 -70% healing in AoE for 8s

Items NOT to Buy (Trap Items)

Siphon Bullets (6,400 - Vitality)

Actual Stats (verified):

  • +15% weapon damage
  • +10% bullet resist
  • 35 HP steal per stack (+0.8 per power increase)
  • 1 stack per hit (1.2s proc cooldown), 1 per kill
  • Loses 2 stacks on death

Why it's bad for Geist:

  1. Geist's 9 ammo magazine and 2.12 fire rate means slow stack building
  2. Death penalty is devastating - Soul Exchange plays are aggressive and risky
  3. Same 6,400 cost as Leech which gives instant 30% lifesteal with no stacking
  4. Vampiric Burst (6,400) gives 80% lifesteal burst immediately

Mystic Slow (1,600 - Spirit)

Why it's bad for Geist:

  • Malice already applies 15% slow per stack (up to 75% at 5 stacks)
  • Redundant slow investment
  • Better to invest in damage or sustain

Slowing Bullets (1,250 - Weapon)

Why it's bad for Geist:

  • 9 ammo magazine means slow bullet count
  • Malice handles slowing more effectively
  • Weapon slot better used for Toxic Bullets or Kinetic Dash

Ethereal Shift as Default Pick (6,400 - Spirit)

Context:

  • 6,400 souls for 4s invulnerability is expensive
  • Geist's sustain through Life Drain + Spirit Lifesteal often makes invuln unnecessary
  • Only buy vs specific threats (Seven ult, Haze Bullet Dance, etc.)
  • Warp Stone (3,200) or Metal Skin (3,200) often provide enough defense at half the cost

Game Phase Strategy

Lane Phase (0-8 minutes)

Trading Philosophy:

  • Life Drain wins most 1v1 trades - use it aggressively
  • Position near cover to break line-of-sight if enemies engage during your 40% self-slow
  • Essence Bomb the wave + enemy together for farm + harass
  • Stack Malice before committing to trades (8% damage amp per stack adds up)

Power Spikes:

  • Life Drain T1 (+16.2 DPS): Can solo win lane with sustain
  • Essence Bomb T1 (10.5s CD): Constant poke pressure
  • Spirit Lifesteal (1,600 souls): All ability damage now heals you

Lane Matchup Notes:

  • Strong vs: Low-sustain heroes (Vindicta, Grey Talon, Holliday)
  • Weak vs: Heavy burst before Life Drain (Shiv with T1 knife, Pocket burst)
  • Even vs: Other sustain heroes (Abrams, Ivy) - becomes farm lane

Mid Game (8-20 minutes)

Rotation Priority:

  1. Push wave for priority
  2. Contest urn (Life Drain makes you very strong in enclosed urn fights)
  3. Take jungle camps between waves
  4. Look for Soul Exchange opportunities on split enemies

Soul Exchange Usage:

  • Range is only 5.5m - need gap closers (Warp Stone, Phantom Strike)
  • Best used when enemy is ~40-60% HP and you're full
  • After swap: +40% fire rate (T2) lets you gun them down
  • Spirit Resilience triggers after swap (you're at 30% HP)

Team Fight Positioning:

  • Start at range with Essence Bomb and Malice stacks
  • Life Drain from max range (18m) with tether extending to 30m
  • Soul Exchange isolated targets who dive your backline
  • Don't Soul Exchange into 3+ enemies - you'll die at 30% HP

Late Game (20+ minutes)

Win Condition: Extended fights where you out-sustain everyone. With full build:

  • Escalating Exposure: 54% spirit amp at 12 stacks
  • Leech: 30% spirit + bullet lifesteal
  • Life Drain: 80% damage-to-heal
  • Boundless Spirit: ~100+ spirit power

Team Fight Execution:

  1. Pre-fight: Malice stacks on primary target (15% amp × 5 stacks = 75% amp with T3)
  2. Essence Bomb into clumped enemies
  3. Life Drain the highest priority target you can safely tether
  4. Gun down during Life Drain channel (Toxic Bullets apply)
  5. Soul Exchange if you're getting low and enemy carry is lower

Objective Control:

  • Mid-boss fights favor Geist - enclosed space, Life Drain sustain
  • Walker pushes: You can tank walker damage with Life Drain + Spirit Lifesteal
  • Base defense: Soul Exchange can instantly save a teammate by swapping with diver

Quick Reference

Core Items (always buy):

  • Spirit Lifesteal → extends to Leech
  • Duration Extender → Superior Duration
  • Toxic Bullets
  • Kinetic Dash

Power Spike Items:

  • Life Drain T1 (early)
  • Soul Exchange T2 (+40% fire rate)
  • Escalating Exposure (late game scaling)

Imbue Targets:

  • Superior Duration → Life Drain
  • Compress Cooldown → Essence Bomb

Common Mistakes:

  • Using Soul Exchange at full HP (wastes the mechanic)
  • Soul Exchange into multiple enemies (you're squishy at 30%)
  • Forgetting Malice self-damage (9% HP per cast adds up)
  • Not using cover during Life Drain's 40% self-slow

Lash Build Guide: Aerial Initiator

Build Name: Aerial Initiator Playstyle: Spirit Burst / Team Fight Disruptor Win Rate: 60.0% (Tracklock.gg, 1817 matches)


Hero Overview

Lash is a high-flying initiator who thrives on aggressive engagement and disrupting enemy team formations. His Ground Strike deals massive damage that scales with HEIGHT above the target, making stamina and vertical mobility essential to his kit.

Base Stats

Stat Value
Health 750 (+50/boon)
Stamina 3
Move Speed 7.2 m/s
Bullet DPS 49 (8.46 dmg @ 5.83/s)

Core Identity

  • Damage Type: Spirit (Ground Strike scales with height + spirit power)
  • Power Spike: 3.6k souls (ultimate unlock) → 8k souls (Tankbuster online)
  • Win Condition: Land multi-hero Death Slams in team fights

Abilities

Ability Data

Ability Cooldown Key Stats Priority
[1] Ground Strike 21s (11s with T1) 54 dmg, 10m radius, +110% dmg/meter at T3 ★★★★★
[2] Grapple 35s (18s with T1) 30m range, resets air jumps/dashes ★★★★☆
[3] Flog 24s (12s with T2) 65 dmg, 20m range, 60% lifesteal vs heroes ★★★☆☆
[4] Death Slam 145s 2.3s channel, grabs and slams enemies ★★★★★

Upgrade Priority

Lane Phase (0-6 min):

  1. Ground Strike T1 (-10s cooldown) - Core damage tool
  2. Grapple T1 (-17s cooldown) - Mobility essential
  3. Flog T1 (35% slow) - Trading and sustain

Mid Game (6-15 min): 4. Death Slam T1 (+8m throw distance) 5. Death Slam T2 (-25s cooldown) 6. Ground Strike T2 (50% slow for 3s)

Late Game (15+ min): 7. Ground Strike T3 (+110% damage per meter) - MASSIVE spike 8. Death Slam T3 (1s stun) - Critical for team fights 9. Flog T2/T3 as filler


Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Stamina Vitality 800 Height for Ground Strike
Extra Spirit Spirit 800 Ability scaling
Mystic Burst Spirit 800 +40 burst damage on abilities
Extra Regen Vitality 800 Lane sustain
Sprint Boots Vitality 800 Map movement

Total: 4,000 souls

Mid Game (4k-15k souls)

Item Category Cost Purpose
Stamina Mastery Vitality 3,200 +2 stamina, +23% air speed
Tankbuster Spirit 3,200 +7.5% current HP damage
Improved Spirit Spirit 1,600 +18 spirit, +75 HP
Enchanter's Emblem Vitality 1,600 +15 spirit, +5% CDR above 65% HP
Majestic Leap Vitality 3,200 Initiation + barrier
Superior Cooldown Spirit 3,200 +20% CDR

Total: 16,000 souls

Late Game (15k+ souls)

Item Category Cost Purpose
Boundless Spirit Spirit 6,400 +35 spirit, +15% spirit
Spirit Burn Spirit 6,400 AoE explosion + burn
Cold Front Spirit 1,600 60% slow, +6% spirit resist

Alternatives:

Item Category Cost When
Mystic Reverb Spirit 6,400 56.4% WR - 50% echo damage on Ground Strike
Shadow Weave Weapon 6,400 Guaranteed Death Slam setup
Unstoppable Vitality 6,400 Guaranteed ult channel

Category Investment Summary

Core Build (18 items → final 10 slots)

Item Category Cost
Extra Stamina Vitality 800
Extra Spirit Spirit 800
Mystic Burst Spirit 800
Extra Regen Vitality 800
Sprint Boots Vitality 800
Stamina Mastery Vitality 3,200
Tankbuster Spirit 3,200
Improved Spirit Spirit 1,600
Enchanter's Emblem Vitality 1,600
Majestic Leap Vitality 3,200
Superior Cooldown Spirit 3,200
Boundless Spirit Spirit 6,400
Spirit Burn Spirit 6,400
Cold Front Spirit 1,600
Category Total Spent 4.8k Bonus
Weapon 0 ✗ (intentional - spirit focus)
Vitality 10,400 ✓ +203 Health
Spirit 24,000 ✓ +19 Spirit Power

Note: Weapon category intentionally skipped. Lash's gun (49 DPS) is secondary to his spirit burst. The 18% weapon damage bonus provides less value than maximizing Ground Strike damage.


Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Extra Stamina 800 Stamina Mastery 3,200
Extra Spirit 800 Improved Spirit 1,600
Improved Spirit 1,600 Boundless Spirit 6,400
Mystic Burst 800 Tankbuster 3,200
Compress Cooldown 1,600 Superior Cooldown 3,200
Debuff Reducer 1,600 Unstoppable 6,400

Upgrade Strategy:

  1. Extra Stamina → Stamina Mastery by 8k souls
  2. Extra Spirit → Improved Spirit → Boundless Spirit (smooth scaling)
  3. Mystic Burst → Tankbuster for mid-game spike
  4. Sell Extra Regen and Sprint Boots late game to make room

Imbued Ability Assignments

Quicksilver Reload (if purchased)

Imbue: Grapple [2]

  • Reason: 18s base CD matches Quicksilver's 18s charge time
  • Fire rate buff after grapple helps gun follow-up

Surge of Power (alternative to Quicksilver)

Imbue: Ground Strike [1]

  • Reason: +24 spirit power on main damage ability
  • Move speed buff helps reposition after landing

Mystic Reverb (if purchased instead of Spirit Burn)

Imbue: Ground Strike [1]

  • Reason: 50% damage echo 3s after landing = massive burst
  • 40% slow helps secure follow-up
  • 30% spirit lifesteal on Ground Strike adds sustain

Full Build Paths

Standard Spirit Burst

Early:    [Extra Stamina] → [Extra Spirit] → [Mystic Burst] → [Extra Regen]
          ↓                  ↓                ↓
Mid:      [Stamina Mastery]  [Improved Spirit] [Tankbuster]
          ↓                  ↓
Late:     [Majestic Leap]    [Boundless Spirit] → [Spirit Burn]

Shadow Weave Assassin (Emerging Meta)

Early:    [Extra Stamina] → [Extra Spirit] → [Sprint Boots]
          ↓                  ↓
Mid:      [Stamina Mastery]  [Tankbuster] → [Superior Cooldown]
          ↓
Late:     [Shadow Weave] → [Boundless Spirit] → [Spirit Burn]

Shadow Weave Setup:

  • Stealth → Position above enemies → Death Slam
  • 18s stealth duration gives time to set up
  • +35 spirit power and +32% fire rate after breaking stealth

Situational Decision Tree

                    [Team Comp Check]
                          |
         +----------------+----------------+
         |                                 |
    [Heavy CC?]                       [Gun Carries?]
         |                                 |
    +---------+                      +---------+
    |         |                      |         |
   Yes        No                    Yes        No
    |         |                      |         |
[Unstoppable] |                  [Metal Skin]  |
    |         |                      |         |
    +----+----+                      +----+----+
         |                                |
         v                                v
    [Spirit Burst?]                [Heavy DOT?]
         |                                |
    +---------+                      +---------+
    |         |                      |         |
   Yes        No                    Yes        No
    |         |                      |         |
[Spirit Burn] [Mystic Reverb]   [Dispel Magic] [Standard]

Situational Items

vs Spirit-Heavy Teams (Seven, Infernus, Pocket)

Item Cost Purpose
Dispel Magic 3,200 Cleanse DOTs, +16% spirit resist
Enchanter's Emblem 1,600 +15% spirit resist above 65% HP
Cold Front 1,600 +6% spirit resist, 60% slow

vs Gun-Heavy Teams (Haze, Wraith, Grey Talon)

Item Cost Purpose
Metal Skin 3,200 5s bullet immunity
Warp Stone 3,200 +30% bullet resist for 6s
Majestic Leap 3,200 Barrier on initiation

vs Heavy CC Teams (Dynamo, Kelvin, Mo & Krill)

Item Cost Purpose
Unstoppable 6,400 5.5s CC immunity for ult
Dispel Magic 3,200 Active cleanse
Debuff Reducer 1,600 -35% debuff duration

Items NOT to Buy

Siphon Bullets (6,400 souls)

  • Actual stats: 6% lifesteal per stack, stacks lost on death
  • Why avoid: Lash dives into fights and will die. Stacks are not preserved. Same cost as Boundless Spirit which provides guaranteed value every game.

Toxic Bullets (3,200 souls)

  • Actual stats: 2% max HP bleed, 4s duration, requires stacking
  • Why avoid: Lash's fire rate (5.83/s) is too slow to build stacks efficiently. Spirit damage focus is stronger than trying to make gun work.

Ricochet (6,400 souls)

  • Actual stats: Bullets ricochet to nearby enemies
  • Why avoid: Weapon slot, requires gun focus. Lash is spirit damage focused - gun is secondary at best.

Ethereal Shift (6,400 souls)

  • Actual stats: 4s invulnerability, 45s CD, +20 spirit after
  • Why avoid: High cost for a defensive option. Lash would rather have Unstoppable (guarantees Death Slam) or Shadow Weave (enables aggression). Only consider if enemy has specific threats requiring invuln window.

Game Phase Strategy

Lane Phase (0-8 min)

Trading Pattern:

  1. Flog for 60% lifesteal sustain in trades
  2. Ground Strike from elevated positions for poke
  3. Don't waste Grapple - save for escapes or confirmed kills

Item Priorities:

  • Extra Stamina FIRST (height = damage)
  • Extra Spirit for scaling
  • Mystic Burst for burst trades

Key Insight: "The number one thing holding people back in lane is they are not trading enough" - Use Flog liberally, the lifesteal makes you win extended trades.

Mid Game (8-20 min)

Power Spikes:

  • Stamina Mastery (8k) - Enables vertical gameplay
  • Tankbuster (11k) - Ground Strike melts tanks
  • Majestic Leap (14k) - Team fight initiation

Rotation Pattern:

  1. Shove wave to enemy tower
  2. Look for gank opportunities in adjacent lanes
  3. Death Slam on grouped enemies wins fights
  4. Contest urn spawns with Death Slam

Death Slam Positioning:

  • Majestic Leap → Death Slam from height
  • OR: Shadow Weave stealth → guaranteed channel
  • Channel is 2.3s - VERY interruptible without setup

Late Game (20+ min)

Team Fight Role:

  1. Wait for enemy frontline to engage
  2. Majestic Leap over/behind enemy team
  3. Death Slam multiple carries
  4. Ground Strike T3 deals ~200+ damage per meter of height
  5. Flog for sustain in cleanup

Spirit Burn Combo:

  • Ground Strike + Flog = 500+ spirit damage
  • Triggers Spirit Burn explosion (110 dmg, 12m radius)
  • Burns apply -70% healing reduction

Mystic Reverb Alternative:

  • Ground Strike with Reverb imbued
  • 3s later: 50% of Ground Strike damage as AoE
  • Plus 40% slow on initial hit
  • Plus 30% spirit lifesteal

Counter-Play Awareness

Threats to Lash

Hero Threat Level Counter
Kelvin HIGH Dome interrupts Death Slam
Seven HIGH Storm Cloud melts channeling Lash
Haze HIGH Bullet Dance during Death Slam
Dynamo MEDIUM Quantum Entanglement
Infernus MEDIUM Afterburn DOT

Lash Counters These Heroes

Hero Why
Vindicta Death Slam pulls her from flight
Grey Talon Ground Strike interrupts Charged Shot
McGinnis Death Slam removes her from turrets
Seven Death Slam cancels Storm Cloud channel

Key Bindings & Mechanics

Ground Strike Height Scaling

  • Base damage: 54
  • T3 adds: +110% damage per meter
  • 20 meters = 54 + (20 × 1.1 × 54) = ~1,200 damage
  • HEIGHT IS EVERYTHING

Grapple Resets

  • Resets double jump
  • Resets air dash
  • Use Grapple → air dash → Ground Strike for max height

Death Slam Channel

  • 2.3s channel (LONG)
  • Can connect multiple enemies
  • Throw distance reduced 30% from max
  • T3 stun is CRITICAL for team fights

Summary

Lash is a spirit burst initiator who converts vertical height into massive Ground Strike damage. The build prioritizes Stamina Mastery for mobility, Tankbuster for damage amplification, and Boundless Spirit for scaling. Death Slam is your team fight win condition - protect the channel with positioning (Majestic Leap, Shadow Weave) or immunity (Unstoppable).

Core Loop: Gain height → Ground Strike → Flog → Death Slam when grouped

Win Condition: Multi-hero Death Slam into Ground Strike T3 burst

McGinnis Build Guide: Turret Engineer

Build Name: turret-engineer Playstyle: Area control, team support, sustained damage Damage Profile: Hybrid (gun + spirit from turrets/ult)

Hero Overview

McGinnis is a defensive engineer who excels at zone control through deployable turrets and team support via Medicinal Specter. She has excellent sustained damage from multiple sources (gun + turrets + Heavy Barrage) but suffers from low mobility (2 stamina) and long ability cooldowns.

Core Stats

Stat Value
Health 750 (+52/boon)
Stamina 2
Move Speed 6.7 m/s
Sprint Speed 8.3 m/s
DPS 32
Ammo 66
Fire Rate 4.76/s
Reload 3.29s

Key Strengths:

  • Massive ammo pool (66 rounds) synergizes with Intensifying Magazine
  • Turrets provide consistent damage while McGinnis repositions
  • Medicinal Specter enables aggressive team plays
  • Heavy Barrage punishes grouped enemies for ~1750+ damage
  • Spectral Wall T1 provides 15% damage amp for 7 seconds

Key Weaknesses:

  • Low mobility makes her vulnerable to gap-closers (Shiv, Lash, Abrams)
  • Turrets can be destroyed by focus fire
  • Heavy Barrage slows McGinnis during channel (vulnerable to CC)
  • Long cooldowns mean she's weak when abilities are down

Ability Data & Upgrade Priority

[1] Mini Turret - PRIORITY 2

Stat Base T1 T2 T3
Cooldown 18s - - -
Duration 24s - - +14s (38s)
DPS 30 - +10% FR +37.8 (67.8)
Range 25m - +10m (35m) -
Health 150 - - -
Special - +25% slow, 1.3s - -

Upgrade Notes: T1 slow is essential for kiting. T2 range helps turrets cover objectives. T3 makes turrets dangerous.

[2] Medicinal Specter - PRIORITY 1

Stat Base T1 T2 T3
Cooldown 48s - -17s (31s) -
Duration 6s - - -
Heal 25 HP/s (150 total) - - +2.5% Max HP/s
Range 5m - - -
Special - +35% Fire Rate - -

Upgrade Notes: T1 fire rate buff is massive for team. T2 CD reduction enables more frequent healing. Get T1 and T2 early.

[3] Spectral Wall - PRIORITY 3

Stat Base T1 T2 T3
Cooldown 50s - -20s (30s) -
Duration 4.5s - - -
Damage 60 - - -
Slow 20% - - -
Range 50m - - -
Special - -1 Stam, +15% Amp 7s - +0.75s stun

Upgrade Notes: T1 is the key upgrade - 15% damage amp for 7 seconds wins fights. T3 stun is luxury.

[4] Heavy Barrage - PRIORITY 4 (Ult)

Stat Base T1 T2 T3
Cooldown 165s - -45s (120s) -
Duration 13s - - -
Rockets/s 6 - - -
Damage/Rocket 22.5 - - +20.7 (43.2)
Total Rockets 78 - - -
Total Damage ~1755 - - ~3370
Special - 40% MS slow, 20% dash slow - -

Upgrade Notes: T1 slow helps rockets land. T2 CD is essential for availability. T3 nearly doubles damage.

Recommended Upgrade Order

  1. Medicinal Specter T1 (fire rate buff)
  2. Mini Turret T1 (slow for kiting)
  3. Spectral Wall T1 (damage amp)
  4. Medicinal Specter T2 (CD reduction)
  5. Heavy Barrage T1 → T2 (availability)
  6. Mini Turret T2 → T3 (scaling)
  7. Spectral Wall T2 → T3 (utility)
  8. Heavy Barrage T3 (damage spike)

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Charge Spirit 800 +1 turret charge, core for uptime
Extra Regen Vitality 800 Lane sustain
Monster Rounds Weapon 800 Farm efficiency, sell later
Sprint Boots Vitality 800 Mobility for low-stamina hero
Rapid Rounds Weapon 800 Fire rate for DPS

Early Game Total: 4,000 souls

Mid Game (4k-15k souls)

Item Category Cost Purpose
Intensifying Magazine Weapon 1,600 +45% damage with 66 ammo pool
Active Reload Weapon 1,600 +22% FR, lifesteal, fixes slow reload
Healing Booster Vitality 1,600 +20% heal amp, Healing Tempo component
Rapid Recharge Spirit 3,200 +2 turret charges, faster recharge
Heroic Aura Weapon 3,200 +26% FR, team bullet resist
Superior Cooldown Spirit 3,200 +20% CDR for ability uptime

Mid Game Total: 14,400 souls

Late Game (15k+ souls)

Item Category Cost Purpose
Healing Tempo Vitality 6,400 +35% FR on heals, synergy with Specter
Boundless Spirit Spirit 6,400 +35 Spirit, +15% Spirit scaling
Diviner's Kevlar Vitality 6,400 +1000 barrier on ult, +35 Spirit

Late Game Total: 19,200 souls

Situational Items

vs Spirit-Heavy Comps:

Item Cost When
Spirit Shielding 1,600 Auto-barrier on 225+ spirit damage
Dispel Magic 3,200 Cleanse DOTs (Infernus, Seven)

vs Gun-Heavy Comps:

Item Cost When
Escalating Resilience 3,200 Stacking bullet resist with high fire rate
Metal Skin 3,200 Bullet immunity for 5s vs Haze ult

vs Heavy CC:

Item Cost When
Unstoppable 6,400 ESSENTIAL - protects Heavy Barrage channel
Debuff Reducer 1,600 Cheaper CC reduction

vs Sustain/Healing:

Item Cost When
Toxic Bullets 3,200 -30% heal reduction, % HP bleed
Suppressor 1,600 -28% fire rate via turret damage

Category Investment Summary

Core Build (17 items)

Item Category Cost
Extra Charge Spirit 800
Extra Regen Vitality 800
Monster Rounds Weapon 800
Sprint Boots Vitality 800
Rapid Rounds Weapon 800
Intensifying Magazine Weapon 1,600
Active Reload Weapon 1,600
Healing Booster Vitality 1,600
Rapid Recharge Spirit 3,200
Heroic Aura Weapon 3,200
Superior Cooldown Spirit 3,200
Healing Tempo Vitality 6,400
Boundless Spirit Spirit 6,400
Diviner's Kevlar Vitality 6,400
Category Total Spent 4.8k Bonus
Weapon 8,000 ✓ +18% Weapon Damage
Vitality 16,000 ✓ +203 Health
Spirit 13,600 ✓ +19 Spirit Power

All three 4.8k thresholds hit. Sell Monster Rounds (800) late game to free a flex slot.


Upgrade Paths

T1/T2 Item Cost Upgrades Into Cost
Extra Charge 800 Rapid Recharge 3,200
Extra Regen 800 Healing Booster 1,600
Healing Booster 1,600 Healing Tempo 6,400
Compress Cooldown 1,600 Superior Cooldown 3,200
Extra Health 800 Colossus 6,400
Rapid Rounds 800 Burst Fire 3,200
Mystic Expansion 800 Greater Expansion 3,200
Improved Spirit 1,600 Boundless Spirit 6,400

Upgrade Strategy:

  1. Extra Charge early → Rapid Recharge at 8k souls (turret spam)
  2. Extra Regen → Healing Booster → Healing Tempo (heal scaling)
  3. Rapid Rounds is component of Burst Fire (optional DPS path)

Imbued Ability Assignments

Compress Cooldown (if purchased)

Imbue: Mini Turret [1]

  • Reduces cooldown from 18s → ~14.7s
  • More turret uptime = more zone control
  • Higher priority than ult since turrets are spammable

Duration Extender / Superior Duration (if purchased)

Imbue: Heavy Barrage [4]

  • 13s duration → ~15.9s (Duration Extender) or ~16.6s (Superior Duration)
  • More rockets = more damage (~2170 vs ~1755 base)
  • Don't imbue Spectral Wall (4.5s → 5.5s is marginal)

Surge of Power (if purchased instead of Superior Cooldown)

Imbue: Mini Turret [1]

  • +24 Spirit Power to turrets
  • +1.75m Move Speed for 8s on turret placement
  • Helps McGinnis reposition after setup

Build Decision Tree

START: What's the game state?
├── Lane Phase (0-10 min)
│   └── Buy: Extra Charge → Rapid Rounds → Monster Rounds → Extra Regen
│       └── Focus: Turret uptime, wave clear, safe farm
│
├── Mid Game (10-20 min)
│   ├── Ahead?
│   │   └── Rush Heroic Aura → Intensifying Magazine
│   │       └── Push with team, turrets on objectives
│   └── Behind?
│       └── Rush Rapid Recharge → Superior Cooldown
│           └── Defensive turret placement, farm safely
│
└── Late Game (20+ min)
    ├── Enemy has heavy CC?
    │   └── BUY UNSTOPPABLE (protects Heavy Barrage)
    ├── Enemy has Haze/Wraith (gun carries)?
    │   └── Buy Metal Skin or Escalating Resilience
    ├── Enemy has Infernus/Seven (spirit DOT)?
    │   └── Buy Dispel Magic
    └── Default path:
        └── Healing Tempo → Boundless Spirit → Diviner's Kevlar

Items NOT to Buy

Siphon Bullets (6,400) - TRAP

Per game data analysis: McGinnis has 4.76 fire rate, which is moderate. Siphon Bullets requires 7+ stacks to match Vampiric Burst's passive lifesteal. With McGinnis's spray pattern and moderate fire rate, stacking is inconsistent. Stacks are lost on death. For the same 6,400 souls, Boundless Spirit (+35 Spirit, +15% Spirit scaling) improves turret AND ult damage.

Headshot Booster (800) - MARGINAL

45 bonus damage on 9s cooldown requires consistent headshots. McGinnis's minigun-style weapon has spread, making headshots inconsistent. Better on precision heroes (Vindicta, Grey Talon). Buy Rapid Rounds or Monster Rounds instead.

Mystic Burst (800) - MARGINAL

Only procs on abilities dealing 80+ damage. Mini Turret deals 30 DPS (individual ticks far below 80). Heavy Barrage rockets deal 22.5 each (below threshold). Only Spectral Wall (60 damage) is close but still below threshold. The item simply doesn't synergize with McGinnis's kit.

Ethereal Shift (6,400) - AVOID

The 4s invulnerability CANCELS Heavy Barrage channel. You cannot use Ethereal Shift during your ult without wasting it. Diviner's Kevlar provides +1000 barrier on ult cast without canceling anything. If you need survival during ult, buy Unstoppable (CC immunity) or position better.


Game Phase Strategy

Lane Phase (0-10 min)

  • Place turrets on high ground or behind cover
  • Use turret slow to trade favorably
  • Medicinal Specter T1 gives you and your lane partner +35% fire rate for trades
  • Spectral Wall can zone enemies off soul orbs or set up kills
  • Farm with Monster Rounds, clear jungle camps between waves
  • Low mobility means play safe, don't overextend

Mid Game (10-20 min)

  • Turrets on objectives (walker, urn path, mid-boss entrance)
  • Heroic Aura active before team fights (+15% bullet resist for team)
  • Medicinal Specter + Healing Tempo = massive fire rate buff for carries
  • Spectral Wall T1 damage amp before your carry engages
  • Heavy Barrage on grouped enemies, especially during urn fights

Late Game (20+ min)

  • Pre-place turrets before objectives (4 charges with Rapid Recharge)
  • Diviner's Kevlar makes Heavy Barrage safer (+1000 barrier, +35 Spirit)
  • Stay behind frontline, you're squishy without abilities
  • Spectral Wall can divide enemy team during Patron fights
  • Unstoppable if you keep getting CC'd out of Heavy Barrage

Positioning Philosophy

McGinnis has 2 stamina and no mobility abilities. You MUST:

  • Pre-position before fights (turrets take time to deploy)
  • Stay near cover or allies who can peel
  • Don't chase kills - let turrets do the work
  • Heavy Barrage is strongest in enclosed spaces (tunnels, urn rooms)

Counter-Play Awareness

Heroes That Counter McGinnis

Hero Threat Counter-Play
Lash High He can Ground Strike or Death Slam you during Heavy Barrage. Buy Unstoppable.
Shiv High Gap closes and bursts. Place turrets to slow him. Buy armor.
Haze High Bullet Dance kills you during channel. Buy Metal Skin or Unstoppable.
Abrams Medium Charges through turrets. Spectral Wall to slow, kite back.
Pocket Medium Affliction damage during Heavy Barrage. Dispel Magic helps.

Heroes McGinnis Counters

Hero Advantage Why
Vindicta Strong Turrets reveal and damage her. She's squishy.
Seven Moderate Turrets can't be silenced by Storm Cloud. Spread damage.
Kelvin Moderate Turrets attack through Dome walls. Heavy Barrage zones.

Summary

McGinnis is a team-fight enabler who controls space with turrets and buffs allies with Medicinal Specter. The build focuses on:

  1. Turret uptime (Rapid Recharge, Superior Cooldown)
  2. Team support (Heroic Aura, Healing Tempo)
  3. Sustained gun DPS (Intensifying Magazine, Active Reload)
  4. Heavy Barrage safety (Diviner's Kevlar, Unstoppable)

Play defensively, pre-position turrets, and let your abilities do the work. Your power spike is at 15k souls when Healing Tempo comes online and every heal gives +35% fire rate to your team.

Mina Build Guide: Spirit Assassin

Build Name: Spirit Assassin Playstyle: Burst damage assassin with sustain through Rake executes Damage Type: Spirit-primary hybrid

Hero Overview

Mina is a glass cannon marksman who excels at bursting down targets with Love Bites procs and executing low-health enemies with Rake. Her kit rewards aggressive trading and ability timing, but her low base stats (630 HP, 2 stamina, 12 ammo) make positioning critical.

Core Stats

Stat Value Notes
Health 630 (+28/boon) LOW - requires defensive itemization
Stamina 2 LOW - Stamina Mastery is core
Base DPS 29 Low gun damage, spirit scaling preferred
Ammo 12 Very low, quick reload management needed
Fire Rate 3.97/s Moderate
Bullet Velocity 762 m/s High - easy to land shots

Power Spike Timing

Souls Spike Description
2,800 Love Bites T2 Doubles proc damage (55 → 104.5), enables kills
3,600 Ultimate Unlock Nox Nostra provides teamfight silence
8,000 Tankbuster Online Rake executes deal massive current HP damage
15,000 Full CDR + Toxic 20% CDR + anti-heal enables constant aggression

INSIGHTS.md Note: "2.8k souls: Mina's first major power spike with Love Bites upgrade." Have HP available at this threshold to force trades.

Abilities

Ability Priority Order

Max Love Bites (3) first → Rake (1) second → Sanguine Retreat (2) third → Nox Nostra (4) last

[1] Rake

Stat Base T1 T2 T3
Damage 60 - +54 (114) +7% missing HP (10% total)
Heal on Kill 0 +20 Improved scaling -
Cooldown 10s - - -
Range 10m - - -

Usage: Execute ability. Use when targets are below 50% HP. T3 upgrade (10% missing HP) makes this brutal against wounded targets.

[2] Sanguine Retreat

Stat Base T1 T2 T3
Cooldown 32s - - -12s (20s)
Range 10m +3m (13m) - -
Fire Rate Buff - - +30% -
Bonus Bullets - - +8 for 8s -

Usage: Escape OR engage. T2 is HUGE - pop retreat then immediately fight with +30% fire rate and extra ammo.

[3] Love Bites

Stat Base T1 T2 T3
Tick Damage 6 - +3.6 (9.6) -
Proc Damage 55 - +49.5 (104.5) -
Move Speed - +4.064 m/s for 3s - -
Slow - - - 30% + -1 stamina
Per-Target CD 8s - - -

Usage: Core damage mechanic. Shoot to build stacks, proc for burst. T1 movespeed enables chase/disengage.

[4] Nox Nostra

Stat Base T1 T2 T3
Cooldown 115s - -40s (75s) -
Damage/Bat 6 +1.8 (7.8) - -
Current HP % - - - +1%
Silence 1.25s - - -
Range 40m - - -

Usage: Teamfight initiation. Silence key targets (Haze during ult, channeling abilities). Passive grants permanent bat scaling from Love Bites hero procs.

Ability Upgrade Order (29 points available)

  1. Rake T1 (1 pt) - Lane sustain
  2. Love Bites T1 (1 pt) - Chase/escape speed
  3. Sanguine Retreat T1 (1 pt) - Safety range
  4. Love Bites T2 (2 pts) - 2.8K POWER SPIKE
  5. Rake T2 (2 pts) - Execute damage
  6. Nox Nostra T1 (1 pt) - Unlock ult
  7. Sanguine Retreat T2 (2 pts) - Fire rate spike
  8. Nox Nostra T2 (2 pts) - CDR on ult
  9. Love Bites T3 (5 pts) - Slow/stamina drain
  10. Rake T3 (5 pts) - Missing HP scaling

Total: 22 points spent. Remaining 7 points into Sanguine Retreat T3 (5) or Nox Nostra T3 (2).

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Spirit Spirit 800 +10 Spirit Power, scales all abilities
Mystic Burst Spirit 800 +40 burst on abilities, Tankbuster component
Extra Stamina Vitality 800 +1 Stamina, fixes mobility
Sprint Boots Vitality 500 Roaming, resets
Healing Rite Vitality 500 Lane sustain if struggling

Early Game Total: 3,400 souls

Lane Strategy: Trade aggressively at 2.8k when Love Bites T2 comes online. Kill medic trooper last to maximize heal. Rake for last-hit souls when safe.

INSIGHTS.md Warning: "Being half health is very problematic - buy regen to stay above threshold." Don't greed on HP.

Mid Game (4k-15k souls)

Item Category Cost Purpose
Improved Spirit Spirit 1,600 +18 Spirit, +75 HP, upgrades Extra Spirit
Tankbuster Spirit 3,200 +40 + 7.5% current HP burst, upgrades Mystic Burst
Swift Striker Weapon 1,600 +18% Fire Rate, faster Love Bites stacks
Quicksilver Reload Spirit 1,600 +44 burst on Rake, +10% fire rate, full ammo
Superior Cooldown Spirit 3,200 -20% CDR on all abilities
Stamina Mastery Vitality 3,200 +2 Stamina, upgrades Extra Stamina

Mid Game Total: 14,400 souls (cumulative with early)

Imbue Quicksilver Reload → Rake [1]: On Rake cast, deal +44 bonus spirit damage, gain +10% fire rate for 12s, fully reload ammo.

Late Game (15k+ souls)

Item Category Cost Purpose
Toxic Bullets Weapon 3,200 2% max HP bleed, -30% healing
Boundless Spirit Spirit 6,400 +35 Spirit + 15%, upgrades Improved Spirit
Spirit Burn Spirit 6,400 AoE explosion, -70% healing, high WR
Dispel Magic Vitality 3,200 Cleanse + heal vs DoT/CC

Late Game Total: 33,600 souls (full build)

Full Build (16 items)

Slot Item Category Cost
1 Improved Spirit → Boundless Spirit Spirit 6,400
2 Mystic Burst → Tankbuster Spirit 3,200
3 Swift Striker Weapon 1,600
4 Quicksilver Reload Spirit 1,600
5 Superior Cooldown Spirit 3,200
6 Extra Stamina → Stamina Mastery Vitality 3,200
7 Sprint Boots Vitality 500
8 Toxic Bullets Weapon 3,200
9 Spirit Burn Spirit 6,400
10 Dispel Magic Vitality 3,200

Core Build Total: 32,500 souls (10 items)

Category Investment Summary

Core Build (10 items)

Item Category Cost
Boundless Spirit Spirit 6,400
Tankbuster Spirit 3,200
Swift Striker Weapon 1,600
Quicksilver Reload Spirit 1,600
Superior Cooldown Spirit 3,200
Stamina Mastery Vitality 3,200
Sprint Boots Vitality 500
Toxic Bullets Weapon 3,200
Spirit Burn Spirit 6,400
Dispel Magic Vitality 3,200
Category Total Spent 4.8k Bonus
Weapon 4,800 ✓ +18% Weapon Damage
Vitality 6,900 ✓ +203 Health
Spirit 20,800 ✓ +19 Spirit Power

All three 4.8k thresholds are hit with core build.

Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Extra Spirit 800 Improved Spirit 1,600
Improved Spirit 1,600 Boundless Spirit 6,400
Mystic Burst 800 Tankbuster 3,200
Extra Stamina 800 Stamina Mastery 3,200
Cold Front 1,600 Arctic Blast 6,400
Compress Cooldown 1,600 Superior Cooldown 3,200

Upgrade Strategy:

  1. Buy Extra Spirit → component of Boundless Spirit chain
  2. Buy Mystic Burst → component of Tankbuster
  3. Buy Extra Stamina → component of Stamina Mastery
  4. If buying Arctic Blast, get Cold Front first (1,600 savings)

Imbued Ability Assignments

Quicksilver Reload → Rake [1]

Why Rake:

  • Rake's 10s cooldown synergizes with 18s Quicksilver charge
  • Burst combo: Rake deals 60+ damage, Quicksilver adds +44 bonus spirit damage
  • Full ammo reload lets you immediately follow up with shots
  • +10% fire rate for 12s after Rake = faster Love Bites stacking

Combo: Shoot to build Love Bites → Proc Love Bites (104.5 damage) → Rake with Quicksilver (+44) + Tankbuster (+40 + 7.5% current HP) → Follow-up shots with bonus fire rate

If Superior Cooldown (via Compress Cooldown component)

Compress Cooldown → Sanguine Retreat [2] (if purchased separately)

  • Reduces 32s base → 26.24s
  • With Sanguine Retreat T3 (20s): becomes 16.4s

If Surge of Power purchased (alternative build)

Surge of Power → Rake [1]

  • +24 permanent Spirit Power on Rake
  • +20% fire rate + full move speed while shooting for 8s after Rake
  • Enables chase-down playstyle

Full Build Paths

Standard Spirit Assassin (Recommended)

Early:     Extra Spirit → Mystic Burst → Extra Stamina → Sprint Boots
           ↓
Mid:       Improved Spirit ← Tankbuster ← Swift Striker ← Quicksilver Reload
           ↓
Late:      Boundless Spirit → Superior Cooldown → Stamina Mastery → Toxic Bullets
           ↓
Luxury:    Spirit Burn → Dispel Magic

Anti-Sustain Variant (vs Abrams, Shiv, Ivy)

Same early/mid, replace Spirit Burn priority:

Late:      Toxic Bullets (RUSH) → Healbane → Spirit Burn → Boundless Spirit

Teamfight Control Variant

Replace Spirit Burn with Arctic Blast:

Mid:       Cold Front (1,600)
Late:      Arctic Blast (6,400) - 0.75s freeze + 15% damage amp

Situational Items

vs Spirit-Heavy (Infernus, Seven, Pocket)

Item Cost Purpose
Dispel Magic 3,200 Cleanse DoTs + 250 heal + +16% Spirit Resist
Spirit Resilience 1,600 Below 50% HP: +20% Spirit Resist
Ethereal Shift 6,400 4s invulnerability, cancel Storm Cloud

Decision Tree:

                     vs Spirit Damage?
                           │
              ┌────────────┴────────────┐
              │                         │
         Burst (Pocket)           DoT (Infernus)
              │                         │
       Spirit Resilience          Dispel Magic
              │                         │
        Still dying?              Still dying?
              │                         │
       Ethereal Shift             Ethereal Shift

vs Gun-Heavy (Haze, Wraith, Grey Talon)

Item Cost Purpose
Warp Stone 3,200 Blink + +30% Bullet Resist for 6s
Metal Skin 3,200 5s bullet immunity active
Reactive Barrier 1,600 325 barrier on stun + stamina restore

vs Haze Bullet Dance: Metal Skin completely negates it. Save for her ult.

vs Heavy CC (Dynamo, Kelvin, Lash)

Item Cost Purpose
Reactive Barrier 1,600 Auto 325 barrier + stamina on stun
Dispel Magic 3,200 Cleanse + heal
Unstoppable 6,400 5.5s CC immunity

vs Kelvin Dome: Reactive Barrier triggers when trapped, Dispel for cleanse, Unstoppable prevents the stun entirely.

vs Healing/Sustain (Abrams, Shiv, Ivy)

Item Cost Purpose
Toxic Bullets 3,200 -30% healing, 2% max HP bleed
Healbane 1,600 -35% healing on spirit damage
Spirit Burn 6,400 -70% healing for 8s

Stack healing reduction: Toxic Bullets + Spirit Burn = -100% healing (capped). Abrams becomes useless.

Items NOT to Buy

Ricochet (6,400) - TRAP

Actual Stats: 65% damage ricochet to 2 targets, +18% fire rate

Why it's bad on Mina:

  • Mina's base DPS is 29 (one of the lowest in the game)
  • 65% of 29 = ~19 extra DPS spread to nearby targets
  • You're spending 6,400 souls for 19 DPS when Haze (58 DPS base) or Wraith (80 DPS base) get 3-4x more value
  • Spirit Burn (same cost) does 110 burst + 24 DPS burn in 12m radius

Siphon Bullets (6,400) - TRAP

Actual Stats: +15% weapon damage, +10% bullet resist, stacking lifesteal (lose 2 stacks on death)

Why it's bad on Mina:

  • Requires staying alive and getting kills to build stacks
  • Mina has 630 base HP - you WILL die, repeatedly
  • Each death loses 2 stacks, resetting your investment
  • Vampiric Burst (6,400) gives guaranteed 80% lifesteal for 4.5s on demand, but even that isn't ideal for Mina
  • Your sustain comes from Rake heals, not bullet lifesteal

Bullet Lifesteal (1,600) - TRAP

Actual Stats: 16% bullet lifesteal, +90 HP

Why it's bad on Mina:

  • 16% of Mina's 29 DPS = 4.64 HP/s healing
  • Compare to Spirit Lifesteal (1,600): 16% of your SPIRIT damage
  • Love Bites proc (104.5) + Rake (60+) = 164+ spirit damage per combo
  • 16% of 164 = 26.2 HP per combo, plus scaling from Tankbuster
  • Spirit Lifesteal is strictly better for Mina

Lifestrike (3,200) - TRAP

Actual Stats: 50% melee lifesteal + 160 flat heal, 60% slow, +125 HP

Why it's bad on Mina:

  • Requires getting into melee range
  • Mina has 630 HP - getting that close is suicide
  • You already have Rake for close-range burst
  • If you're in melee range, you should be using Rake to execute, not basic melee attacks

Glass Cannon (6,400) - TRAP

Actual Stats: Stacking fire rate on hero kills, lose 1 stack on death

Why it's bad on Mina:

  • Same problem as Siphon Bullets - you die too easily
  • Spiritual Overflow (6,400) gives similar fire rate scaling (+32%) but charges from shooting, not killing
  • Spiritual Overflow also gives +30 Spirit Power and +15% spirit lifesteal

Game Phase Strategy

Lane Phase (0-8 minutes)

  1. Opening: Buy Extra Spirit + Mystic Burst (1,600 total)
  2. Trade aggressively - your bullet velocity (762m/s) makes hitting easy
  3. At 2.8k souls: Prioritize Love Bites T2 upgrade. This is your power spike.
  4. Combo: Shoot to build Love Bites → proc → Rake if they're low
  5. HP management: Stay above 50% HP. If you're low, you can't threaten.
  6. Medic Trooper: Kill it LAST to maximize healing (heals % missing HP)

Lane Positioning: Can play high ground but easily forced out. Use cover constantly.

Mid Game (8-20 minutes)

  1. 8k souls: Have Tankbuster online. Rake now deals 40 + 7.5% current HP bonus.
  2. Rotate after securing wave - don't leave lane unattended
  3. Sinner priority: At minute 8, secure your sinners before enemy
  4. Urn fights: Your silence (Nox Nostra) is valuable. Save for key targets.
  5. Teamfight role: Flank and assassinate. Don't frontline.

Power Spike: Sanguine Retreat T2 gives +30% fire rate and +8 bullets. Pop retreat, then immediately aggress.

Late Game (20+ minutes)

  1. Full build focus: Boundless Spirit + Spirit Burn online
  2. Teamfight execution:
    • Nox Nostra to silence key targets
    • Sanguine Retreat for positioning or escape
    • Love Bites + Rake combo to delete squishies
  3. Mid-boss fights: Your sustained damage with Toxic Bullets is valuable
  4. Don't overextend: You're still squishy. Position to clean up, not initiate.

Win condition: Find isolated targets, burst them with Love Bites + Rake + Tankbuster combo, reset with Sanguine Retreat.

Combo Execution

Standard Burst Combo

1. Shoot target (build Love Bites stacks)
2. Love Bites procs (104.5 damage + movespeed)
3. Close distance with Sanguine Retreat if needed
4. Rake when target is low (60 + missing HP% + Tankbuster)
5. Follow up with buffed fire rate from Quicksilver/Retreat

Full Execute Combo (8k+ souls)

1. Shoot to build Love Bites
2. Love Bites proc: 104.5 damage
3. Quicksilver-imbued Rake: 60 + 44 (Quicksilver) + 40 + 7.5% current HP (Tankbuster)
4. Total burst: ~250+ damage in 2 seconds
5. Full ammo reload + fire rate buff for cleanup

Teamfight Combo

1. Nox Nostra from 40m range (silence key targets)
2. Sanguine Retreat for reposition
3. Focus squishy with Love Bites + Rake
4. Arctic Blast (if purchased) to freeze grouped enemies
5. Spirit Burn procs on follow-up damage

Counter-Play Awareness

Threats to Watch

Hero Threat Counter
Haze Bullet Dance one-shots Metal Skin during ult
Seven Storm Cloud zones Dispel Magic to cleanse
Infernus Afterburn DoT Dispel Magic, stay above threshold
Kelvin Dome trap Reactive Barrier, Dispel Magic
Lash Ground Strike + Death Slam Sanguine Retreat (untargetable)
Abrams Charge into melee Warp Stone for escape

When You're the Counter

Target Why Mina Wins
Channels Nox Nostra silence interrupts channels
Low mobility Love Bites slow + Stamina drain (T3)
Sustain heroes Toxic Bullets + Spirit Burn anti-heal
Squishy carries Burst combo deletes them

Build guide generated 2026-02-05. Item stats verified via CLI.

Mirage: Ricochet Devastation Build

Build Type: Gun Hybrid / AoE Debuffer Difficulty: Medium Win Condition: Apply devastating debuffs to entire enemy team via Ricochet

Hero Overview

Stat Value Notes
Health 700 (+44/boon) Low - needs Vitality investment
Base DPS 41 Moderate
Fire Rate 2.72/s Slow - fire rate items essential
Ammo 16 Small clip
Sprint Speed 8.6 m/s Fast
Stamina 3 Good mobility

Core Playstyle

Mirage is an assassin who evolves into the game's best AoE debuffer. Early game you're a weak laner who farms with Djinn's Mark procs. Mid game you roam globally with Traveler. Late game, the Ricochet combo turns you into a teamfight monster - every bullet applies Toxic Bullets, Silencer, and Inhibitor to multiple enemies simultaneously.

The Ricochet Combo:

  • Ricochet bounces to 2 nearby enemies within 13m
  • All bullet procs apply to ricochet targets
  • Result: Entire enemy team bleeding, silenced, dealing 35% less damage

Ability Priority

Ability Upgrade Order Key Upgrades
[3] Djinn's Mark 1st Priority T1: +60% slow
[1] Fire Scarabs 2nd Priority T2: -8% Bullet Resist
[2] Tornado 3rd Priority T3: +20% Bullet Evasion
[4] Traveler 4th Priority T1: -35s CD

Why Djinn's Mark first: 2.6s cooldown means constant uptime. T1 slow enables chasing. T3 adds +4 max stacks for more burst.

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Spirit Spirit 800 Djinn's Mark scaling
Extra Stamina Vitality 800 Mobility, builds into Kinetic Dash
Monster Rounds Weapon 800 Farm efficiency, builds into Cultist
Extra Regen Vitality 800 Lane sustain

Early Soul Totals: Weapon 800, Vitality 1,600, Spirit 800 = 3,200 total

Mid Game (4k-15k souls)

Item Category Cost Purpose
Kinetic Dash Weapon 1,600 +25% fire rate on dash-jump, +6 ammo
Quicksilver Reload Spirit 1,600 Ammo refill on Djinn's Mark, +10% fire rate
Toxic Bullets Weapon 3,200 2% max HP bleed, -30% healing
Cultist Sacrifice Weapon 3,200 +150% bonus souls, +8-12% weapon damage
Dispel Magic Vitality 3,200 +16% spirit resist, cleanse active
Surge of Power Spirit 3,200 +24 spirit to Djinn's Mark, move speed

Mid Game Totals: Weapon 8,000, Vitality 4,800, Spirit 5,600

Late Game (15k+ souls)

Item Category Cost Purpose
Ricochet Weapon 6,400 Bullets hit 2 extra targets, applies all procs
Silencer Weapon 6,400 Build to 2.5s silence on all targets
Inhibitor Vitality 6,400 Enemies deal -35% damage, -40% healing

Final Build Totals: Weapon 20,800, Vitality 11,200, Spirit 5,600

Category Investment Summary

Core Build (12 items)

Item Category Cost
Extra Spirit Spirit 800
Extra Stamina Vitality 800
Monster Rounds Weapon 800
Extra Regen Vitality 800
Kinetic Dash Weapon 1,600
Quicksilver Reload Spirit 1,600
Toxic Bullets Weapon 3,200
Cultist Sacrifice Weapon 3,200
Dispel Magic Vitality 3,200
Surge of Power Spirit 3,200
Ricochet Weapon 6,400
Silencer Weapon 6,400
Inhibitor Vitality 6,400
Category Total Spent 4.8k Bonus
Weapon 21,600 ✓ +18% Weapon Damage
Vitality 11,200 ✓ +203 Health
Spirit 5,600 ✓ +19 Spirit Power

All three 4.8k thresholds are hit with core build.

Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Extra Stamina 800 Kinetic Dash 1,600
Monster Rounds 800 Cultist Sacrifice 3,200
Extra Spirit 800 Surge of Power 3,200
Sprint Boots 800 Enduring Speed 1,600
Rapid Rounds 800 Swift Striker 1,600

Upgrade Strategy:

  1. Extra Stamina early → upgrades to Kinetic Dash (huge fire rate spike)
  2. Monster Rounds for farming → upgrades to Cultist Sacrifice by 8 minutes
  3. Extra Spirit → component for Surge of Power (imbue Djinn's Mark)

Imbued Ability Assignments

Quicksilver Reload → Djinn's Mark (Slot 3)

Why Djinn's Mark:

  • 2.6s cooldown = multiple procs per 18s charge cycle
  • Each proc reloads 100% ammo (critical for 16-round clip)
  • +44 bonus spirit damage on proc
  • Duration: 12s → 14s with Duration Extender = 5+ procs possible

Surge of Power → Djinn's Mark (Slot 3)

Why Djinn's Mark:

  • +24 Spirit Power permanently to Djinn's Mark
  • On cast: +20% fire rate, +1.75m move speed for 8s
  • 14s internal CD, Djinn's Mark 2.6s CD = near-constant uptime
  • Move while shooting at full speed enables perfect kiting

Alternative: Fire Scarabs (Slot 1)

  • If you need the +24 spirit on health steal
  • Only if enemy team has high healing

Full Build Paths

Standard Ricochet Build (Recommended)

Early → Mid → Late
─────────────────────────────────────────────────────────────
Extra Spirit (800)           Kinetic Dash (1,600)     Ricochet (6,400)
Extra Stamina (800)          Quicksilver Reload       Silencer (6,400)
Monster Rounds (800)    →    Toxic Bullets (3,200) →  Inhibitor (6,400)
Extra Regen (800)            Cultist Sacrifice
                             Dispel Magic (3,200)
                             Surge of Power (3,200)

vs Heavy Healing Teams

Replace Silencer with additional anti-heal:

  • Keep Toxic Bullets (-30% healing)
  • Add Healbane (1,600) earlier: -35% healing on spirit damage
  • Inhibitor: -40% healing received

vs Heavy CC Teams

Adjust mid-game:

  • Add Reactive Barrier (1,600) after Kinetic Dash
  • Rush Dispel Magic earlier
  • Consider Unstoppable (6,400) as 4th T4 item

Situational Items

vs Spirit-Heavy (Seven, Infernus, Pocket)

Item Cost Why
Dispel Magic 3,200 Already core, +16% Spirit Resist + cleanse
Spirit Resilience 3,200 +30% Spirit Resist, +22% below 40% HP

vs Gun-Heavy (Haze, Wraith, Grey Talon)

Item Cost Why
Metal Skin 3,200 5s bullet immunity, 24s CD
Bullet Resilience 3,200 +30% Bullet Resist, +22% below 40% HP

vs Heavy CC (Dynamo, Mo & Krill)

Item Cost Why
Reactive Barrier 1,600 Auto-barrier on stun (+325 barrier)
Unstoppable 6,400 5.5s CC immunity for extreme cases

vs Healing/Sustain (Abrams, Lady Geist)

Item Cost Why
Toxic Bullets 3,200 Already core, -30% healing
Healbane 1,600 -35% healing on spirit damage

Decision Tree

START: Did you win lane?
│
├── YES: Rush Cultist Sacrifice by 8 min
│   └── Farm tier 3 camps, build Toxic Bullets
│
└── NO: Focus on safe farm
    └── Kinetic Dash → Quicksilver Reload first
        └── Join fights with Traveler when available

AT 15K SOULS:
│
├── Enemy team groups up?
│   └── RUSH RICOCHET - your combo shines in teamfights
│
└── Enemy team splits?
    └── Phantom Strike instead for assassination

LATE GAME BUILD ORDER:
│
├── vs Heavy Healing → Ricochet → Inhibitor → Silencer
│
├── vs Heavy Damage → Ricochet → Silencer → Inhibitor
│
└── vs Balanced → Ricochet → Silencer → Inhibitor

Items NOT to Buy

Siphon Bullets (6,400) - TRAP

CLI Verified Stats:

  • +15% Weapon Damage, +10% Bullet Resist
  • +35 health steal per stack (1.2s proc cooldown)
  • Loses 2 stacks on death

Why it's bad for Mirage:

  • Requires extended fights to build stacks - Mirage wants quick picks
  • Stack loss on death punishes assassin playstyle
  • Same cost as Inhibitor which provides guaranteed -35% enemy damage
  • Vampiric Burst provides burst healing when you actually need it

Intensifying Magazine (1,600) - WEAK

CLI Verified Stats:

  • +20% Clip Size
  • Up to +45% Weapon Damage (reaches max after 2.5s continuous fire)

Why it's weak:

  • Mirage has 16 ammo at 2.72 fire rate = ~6s clip
  • Takes 2.5s to reach max damage - only half your clip benefits
  • Kinetic Dash (+25% fire rate) provides consistent value from shot 1
  • Quicksilver Reload gives instant ammo refill on ability use

Arcane Surge (1,600) - WRONG BUILD

CLI Verified Stats:

  • +15% Ability Duration, +15 Spirit Power on dash-jump
  • +1 Stamina, -12% Stamina CD

Why it doesn't fit:

  • This build is GUN focused, not spirit focused
  • Kinetic Dash gives +25% fire rate which benefits every shot
  • Spirit power on one ability vs fire rate on all shots
  • If going pure spirit Mirage, Arcane Surge is fine - but not for ricochet build

Game Phase Strategy

Lane Phase (0-8 min)

Strengths:

  • Fire Scarabs health steal for trades
  • Djinn's Mark slow for chasing
  • Fast sprint speed for rotations

Weaknesses:

  • Low base DPS (41) - one of the worst
  • Small ammo clip (16)
  • Low HP (700)

Strategy:

  1. Last hit with gun, proc Djinn's Mark for extra damage
  2. Trade with Fire Scarabs when you have HP advantage
  3. Use Tornado defensively to disengage
  4. Don't fight extended trades - you lose
  5. Rush 4.8k spirit investment for Djinn's Mark scaling

Mid Game (8-20 min)

Power Spikes:

  • Cultist Sacrifice (8 min) - enables efficient farming
  • Traveler unlock - global pressure
  • Toxic Bullets - anti-heal and bleed damage

Strategy:

  1. Farm tier 3 camps with Cultist Sacrifice
  2. Watch minimap for gank opportunities
  3. Traveler to allies being dove or enemies out of position
  4. Apply Toxic Bullets + Djinn's Mark, kite with Tornado
  5. Don't overcommit - you're not tanky

Late Game (20+ min)

Power Spike: Ricochet + Silencer + Inhibitor combo

Teamfight Positioning:

  • Stay BACK LINE
  • Let tank engage first
  • Fire into grouped enemies
  • Every ricochet bullet applies all debuffs
  • Enemy team suddenly deals 35% less damage, bleeding, silenced

Target Priority:

  1. Hit as many enemies as possible (ricochet value)
  2. Focus fire on carries once debuffs applied
  3. Use Traveler to rejoin fights if you need to reset

Counter-Play Awareness

You Counter:

  • Tanks (Abrams, Mo & Krill): Toxic Bullets 2% max HP bleed shreds HP
  • Grouped Teams: Ricochet applies debuffs to everyone
  • Sustain Carries: -30% healing from Toxic, -40% from Inhibitor

You Are Countered By:

  • Dive Assassins (Haze, Shiv): Low HP makes you vulnerable
  • Hard CC: Traveler channel (2.5s) is interruptible
  • Split Push Comps: Ricochet combo less value vs isolated targets

Itemize Against:

  • vs Haze: Metal Skin for Bullet Dance, Reactive Barrier
  • vs Seven: Dispel Magic for Storm Cloud cleanse
  • vs Dynamo: Reactive Barrier for Singularity

Power Spike Timings

Souls Time Spike
3,200 ~6 min Cultist Sacrifice - farming power
3,600 ~7 min Ultimate unlock - global pressure
8,000 ~12 min Toxic Bullets - anti-heal online
15,000 ~18 min Surge of Power - kiting perfected
21,000 ~22 min Ricochet - combo begins
28,000 ~26 min Full combo - peak power

Summary

Mirage's ricochet build transforms you from a weak laner into the game's most devastating AoE debuffer. The key is surviving lane phase, hitting your Cultist Sacrifice timing, and then systematically building toward the Ricochet + Silencer + Inhibitor combo. Once online, sitting back and hitting grouped enemies wins teamfights by making the entire enemy team bleed, silenced, and dealing 35% less damage.

Core Philosophy: Patient farming early, global pressure mid, AoE debuff devastation late.

Mo & Krill - Tunnel Terror Build

Build Type: Spirit Tank / Dive Initiator Difficulty: Medium Role: Frontline Brawler, Lockdown Specialist

Overview

Mo & Krill is a dive tank that excels at locking down priority targets with Combo while soaking massive damage. This build maximizes your ability uptime and survivability, turning you into an unkillable raid boss that permanently scales through Combo kills.

Core Gameplan:

  1. Burrow into enemy backline
  2. Warp Stone to reposition
  3. Grab priority target with Combo
  4. Team follows up while target is helpless
  5. Profit with permanent HP stacks

Base Stats

Stat Value
Health 900 (+63/boon)
Stamina 3
Move Speed 8.0 m/s
DPS 60 (shotgun)
Fire Rate 5.29/s
Ammo 20

Note: Mo & Krill's gun is not the damage source. It's for applying item debuffs and confirming souls between abilities.

Abilities

[1] Scorn

Stat Base T1 T2 T3
Cooldown 12.5s 8.75s 8.75s 8.75s
Damage 55 55 75.7 90.7
Radius 10m 10m 10m 10m
Special - -3.75s CD +20.7 dmg +15 dmg, debuff

Scaling: 0.42x Spirit Power

Priority: T1 early for cooldown, max last

[2] Burrow

Stat Base T1 T2 T3
Cooldown 37s 37s 37s 18s
Duration 5s 8s 8s 8s
DPS 75 75 142.5 142.5
Radius 5m 5m 7m 7m

Priority: MAX SECOND - Duration and DPS upgrades are huge

[3] Sand Blast

Stat Base T1 T2 T3
Cooldown 42s 42s 19s 19s
Disarm Duration 3s 4s 4s 4s
Damage 40 40 40 40
Special - +1s disarm -23s CD +40% slow

Priority: T1 for disarm duration, then max third

[4] Combo (Ultimate)

Stat Base T1 T2 T3
Cooldown 90s 90s 90s 90s
Duration 2.4s 2.4s 3.1s 3.1s
DPS 35 35 35 66.5
Special Perm HP on kill +30% Bullet Resist +0.7s duration +80% Lifesteal

Priority: MAX FIRST after Burrow T1 - This is your entire identity

Ability Upgrade Order

  1. Scorn (unlock)
  2. Sand Blast (unlock)
  3. Burrow (unlock)
  4. Combo (unlock ultimate)
  5. Burrow T1 (+3s duration)
  6. Burrow T2 (+67.5 DPS, +2m radius)
  7. Burrow T3 (-19s CD)
  8. Combo T1 (+30% Bullet Resist)
  9. Combo T2 (+0.7s duration)
  10. Combo T3 (+31.5 DPS, +80% Lifesteal)
  11. Scorn T1 (-3.75s CD)
  12. Sand Blast T1 (+1s disarm)
  13. Sand Blast T2 (-23s CD)
  14. Sand Blast T3 (+40% slow)

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Regen Vitality 800 Lane sustain
Melee Lifesteal Vitality 800 Soul confirm + heal
Extra Health Vitality 800 Tank + Colossus component
Mystic Burst Spirit 800 Scorn burst damage
Extra Stamina Vitality 800 Chase mobility

Early Game Total: 4,000 souls

Lane Phase Tips:

  • Melee troopers for 100% soul confirmation
  • Use Scorn to heal during trades
  • Burrow to escape ganks or set up kills
  • Don't chase into enemy guardian range

Mid Game (4k-15k souls)

Item Category Cost Purpose
Quicksilver Reload Spirit 1,600 Imbue on Scorn
Cold Front Spirit 1,600 AoE slow for chase
Warp Stone Vitality 3,200 Reposition after Burrow
Superior Cooldown Spirit 3,200 More Combo uptime
Superior Duration Spirit 3,200 Longer Combo grab
Torment Pulse Spirit 3,200 Passive damage while diving

Mid Game Total: 16,000 souls (20,000 cumulative)

Mid Game Tips:

  • Burrow -> Warp Stone -> Combo is your bread and butter
  • Use Cold Front after exiting Burrow to slow everyone
  • Sand Blast gun carries (Haze, Wraith) before they kill your team
  • Track enemy CC cooldowns - don't Combo into a Kelvin Dome

Late Game (15k+ souls)

Item Category Cost Purpose
Colossus Vitality 6,400 Peak tankiness mode
Unstoppable Vitality 6,400 Protect Combo channel
Transcendent Cooldown Spirit 6,400 67.5s Combo CD
Phantom Strike Vitality 6,400 Gap close + disarm

Late Game Total: 25,600 souls (45,600 cumulative)

Choose 3-4 based on game state:

  • Colossus + Unstoppable are always core
  • Transcendent Cooldown if you need more Combo uptime
  • Phantom Strike if enemies are escaping your Burrow
  • Leech (6,400) if enemy has heavy anti-heal

Category Investment Summary

Core Build (14 items)

Item Category Cost
Extra Regen Vitality 800
Melee Lifesteal Vitality 800
Extra Health Vitality 800
Mystic Burst Spirit 800
Extra Stamina Vitality 800
Quicksilver Reload Spirit 1,600
Cold Front Spirit 1,600
Warp Stone Vitality 3,200
Superior Cooldown Spirit 3,200
Superior Duration Spirit 3,200
Torment Pulse Spirit 3,200
Colossus Vitality 6,400
Unstoppable Vitality 6,400
Transcendent Cooldown Spirit 6,400
Category Total Spent 4.8k Bonus
Weapon 0 SKIP (gun is weak)
Vitality 19,200 +203 Health
Spirit 20,000 +19 Spirit Power

Design Note: Mo & Krill's gun is bad (60 DPS, shotgun with falloff). We intentionally skip Weapon investment to maximize tank stats and ability damage.


Upgrade Paths

Items that upgrade into other items:

T1/T2 Item Cost Upgrades Into Cost
Extra Health 800 Colossus 6,400
Melee Lifesteal 800 Lifestrike 3,200
Sprint Boots 800 Enduring Speed 1,600
Debuff Reducer 1,600 Unstoppable 6,400
Superior Cooldown 3,200 Transcendent Cooldown 6,400
Duration Extender 1,600 Superior Duration 3,200
Compress Cooldown 1,250 Superior Cooldown 3,200
Guardian Ward 1,600 Divine Barrier 6,400
Healing Rite 800 Rescue Beam 3,200

Upgrade Strategy:

  1. Buy Extra Health early -> Colossus component
  2. Buy Melee Lifesteal early -> can upgrade to Lifestrike if need more sustain
  3. If you buy Debuff Reducer early vs CC -> upgrades into Unstoppable

Imbued Ability Assignments

Quicksilver Reload -> Scorn (Ability 1)

Why Scorn:

  • Lowest cooldown ability (8.75s with T1)
  • Charges up every 18s, matches your spam pattern
  • Adds 44+ bonus spirit damage per Scorn
  • Fire rate bonus helps confirm souls afterward

Alternative: None - Scorn is clearly the best choice

Superior Duration -> Combo (Ability 4)

Why Combo:

  • Combo benefits MASSIVELY from duration
  • Base 2.4s -> 3.07s with Superior Duration (+28%)
  • More stun time = more team follow-up damage
  • More DPS ticks during grab
  • T3 lifesteal procs longer

Math:

  • Base Combo: 35 DPS × 2.4s = 84 damage
  • With Superior Duration: 35 DPS × 3.07s = 107 damage
  • With T3 + Superior Duration: 66.5 DPS × 3.07s = 204 damage

Full Build Paths

Standard Tunnel Terror (Recommended)

Early: Extra Regen -> Melee Lifesteal -> Extra Health -> Mystic Burst -> Extra Stamina
Mid:   Quicksilver Reload -> Cold Front -> Warp Stone -> Superior Cooldown -> Superior Duration
Late:  Colossus -> Unstoppable -> Transcendent Cooldown

Anti-Carry Focus

If enemy has fed Haze/Wraith/Grey Talon:

Early: Same
Mid:   + Metal Skin (3,200) after Warp Stone
Late:  + Phantom Strike instead of Transcendent Cooldown

Maximum Sustain

If enemy has heavy poke but no burst:

Early: Same
Mid:   + Lifestrike (3,200) upgrade from Melee Lifesteal
Late:  + Leech (6,400) instead of Transcendent Cooldown

Decision Tree

                        START
                          |
                    [Lane Phase]
                          |
           +------- vs Ranged? -------+
           |                          |
         YES                         NO
           |                          |
    Play safe,                  Bully with
    farm with                   melee + Scorn
    Scorn heal                        |
           |                          |
           +--------> [6-10 min] <----+
                          |
                  Got Warp Stone?
                          |
              +----- YES -----+
              |               |
         Rotate for      Stay lane
         Combo kills     until Combo
                              |
                     [Mid Game]
                          |
              Enemy has CC to stop Combo?
                          |
              +---- YES ----+---- NO ----+
              |                          |
         Rush               Rush
         Unstoppable        Colossus
              |                          |
              +--------> [Late Game] <---+
                              |
                    Enemy has anti-heal?
                              |
              +---- YES ----+---- NO ----+
              |                          |
           Buy                   Standard
           Leech                 build

Situational Items

vs Spirit-Heavy Comps (Seven, Infernus, Pocket)

Item Cost Why
Spirit Resilience 3,200 +30% resist, +52% below 40% HP
Ethereal Shift 6,400 Dodge Seven ult, reset position
Dispel Magic 3,200 Cleanse Infernus burn, +250 heal

Note: Spirit Resilience is excellent value at 3,200. Get it 3rd or 4th item vs heavy spirit.

vs Gun-Heavy Comps (Haze, Wraith, Grey Talon)

Item Cost Why
Metal Skin 3,200 5s bullet immunity - pop during Haze ult
Heroic Aura 3,200 +15% Bullet Resist for your whole team
Reactive Barrier 1,600 Auto 325 barrier when stunned

Metal Skin Timing: Pop Metal Skin BEFORE Burrow exit if you know Haze is waiting to ult. You'll be immune while grabbing.

vs Heavy CC (Lash, Dynamo, Kelvin)

Item Cost Why
Unstoppable 6,400 CORE - prevents Combo interrupt
Debuff Reducer 1,600 Early option, upgrades to Unstoppable

Critical: Unstoppable cannot be activated while stunned/slept. Pop it BEFORE going in, not after getting CC'd.

vs Healing/Sustain (Abrams, Shiv, Lady Geist)

Item Cost Why
Healbane 1,600 -35% healing on spirit damage
Leech 6,400 Reduces enemy anti-heal effectiveness

Healbane Application: Scorn applies Healbane to all enemies in 10m radius. One Scorn in a teamfight cuts everyone's healing.


Items NOT to Buy

Toxic Bullets (3,200) - TRAP

Why it seems good: % max HP damage sounds great on a tank diver Why it's bad: Mo & Krill has 5.29 fire rate and 20 ammo. Building Toxic stacks requires sustained shooting. You don't shoot - you Burrow and Combo. Your team's gun carries should have this.

Siphon Bullets (6,200) - TRAP

Why it seems good: Lifesteal for sustain Why it's bad:

  • Requires consistent shooting to build stacks
  • Stacks lost on death (you WILL die as frontliner)
  • Same cost as Leech which gives 30% lifesteal instantly
  • Your gun DPS is too low to benefit

Glass Cannon (6,200) - TRAP

Why it seems good: Fire rate stacking Why it's bad:

  • You don't secure kills with your gun
  • Lose stacks on death
  • You're a melee diver, not a gun carry

Ricochet (6,200) - TRAP

Why it seems good: AoE damage Why it's bad:

  • Your gun deals 60 DPS baseline
  • Ricochet'd 60 DPS is still bad
  • Spirit items give more AoE damage (Torment Pulse, Cold Front)

Game Phase Strategy

Lane Phase (0-8 min)

Goal: Farm safely, get Combo online, don't feed

  • Melee troopers constantly for 100% soul confirm
  • Use Scorn to heal during trades
  • Burrow is your escape - don't waste it aggressively early
  • Sand Blast to cancel enemy channels or escape
  • Ward jungle entrances to avoid ganks

Power Spike: Combo unlock at ~3.6k souls. Look for kills.

Mid Game (8-20 min)

Goal: Secure Combo kills for permanent HP, take objectives

  • Burrow -> Warp Stone -> Combo is your initiation
  • Call target before going in so team follows
  • Use Cold Front after Burrow exit to slow everyone
  • Sand Blast the enemy gun carry to neutralize them
  • Contest Urn - you're a teamfight monster
  • Help take Mid Boss after successful fights

Combo Target Priority:

  1. Squishy carry without escape (Haze, Seven)
  2. Support without Ethereal Shift
  3. Anyone who used their escape
  4. NOT the enemy tank

Late Game (20+ min)

Goal: Win teamfights, end game

  • Pop Colossus BEFORE engaging (35% resists)
  • Pop Unstoppable if enemy has CC to stop Combo
  • You are the raid boss - enemies must focus you or die
  • Peel for your carries if they're being dove
  • Sand Blast + Combo enemy dive attempts

Teamfight Sequence:

  1. Wait for engage signal
  2. Pop Colossus
  3. Burrow into backline
  4. Warp Stone to reposition onto carry
  5. Cold Front to slow escape
  6. Combo priority target
  7. Pop Unstoppable if needed
  8. Scorn for sustain
  9. Sand Blast secondary threat

Matchup Notes

Easy Matchups

Haze: Burrow ignores her gun. Sand Blast disarms her. Metal Skin makes her ult useless. Combo her during Sleep Dagger recovery.

Wraith: Can't Full Auto you during Combo. Burrow closes the gap. Sand Blast ruins her DPS window.

Hard Matchups

Vindicta: Can fly away from everything. You have zero tools to catch flying Vindicta. Need team help.

Lash: Ground Strike interrupts Combo. Death Slam ruins your dive. Buy Unstoppable early vs Lash.

Kelvin: Dome blocks your Combo damage. Ice Path slows your chase. His team can kill you inside Dome.

Even Matchups

Abrams: Both are dive tanks. Whoever Combos first wins. Track his Charge cooldown (37s).

Shiv: He wants extended fights, you want quick Combos. Healbane reduces his sustain. Don't let him stack Rage.


Quick Reference

Core Combo: Burrow -> Warp Stone -> Cold Front -> Combo -> Scorn

Imbue Quicksilver Reload on: Scorn (Ability 1)

Imbue Superior Duration on: Combo (Ability 4)

Rush Order: Warp Stone -> Superior Cooldown -> Colossus -> Unstoppable

Key Timings:

  • Combo CD: 90s base -> 72s with Superior CD -> 67.5s with Transcendent
  • Burrow CD: 37s base -> 18s with T3
  • Colossus active: 7s duration, 37s CD

Build by: Claude Code | Version: 2026-02-05 | Source: Tracklock meta data + INSIGHTS.md

Paige Build Guide: Arcane Protector

Build Version: 2026-02-05 Win Rate Reference: 58.0% (Tracklock.gg, 846 matches)

Hero Overview

Paige is a spirit-based support hero who excels at area control and team protection. She combines persistent damage zones with strong ally buffs through barriers and weapon damage, making her valuable in team fights and extended engagements.

Core Stats

Stat Value
Health 650 (+29/boon)
Stamina 2
Move Speed 6.9 m/s
Sprint Speed 10.4 m/s
Weapon DPS 58
Bullet Damage 35 (+0.52/boon)
Ammo 14
Fire Rate 1.67/s

Playstyle Summary

Role: Spirit Support / Zone Controller Damage Type: Spirit Power Curve: Weak early, strong mid-late with CDR investment

Key Strengths:

  • Strong AoE CC with Captivating Read (up to 2s immobilize)
  • Team barrier + weapon damage buff (Defend and Fight!)
  • Global ultimate with healing that scales with distance
  • Spirit resist shred at T3 Captivating Read (-18%)

Critical Weaknesses:

  • NO mobility or escape tools - easily dived
  • Low base health (650) - squishy for a support
  • Long cooldowns without investment
  • Poor gun damage - avoid extended trades

Ability Data

[1] Conjure Dragon

Stat Base T1 T2 T3
Cooldown 30s 25s 25s 25s
Trail Duration 3s 3s 5s 5s
Impact Damage 60 (+1.3 spirit) - - 163.5
Trail DPS 30 (+0.3 spirit) - - 57

Upgrade Priority: T1 → T3 → T2

  • T1 (-5s CD): Essential for uptime
  • T3 (+103.5 damage, +27 DPS): Major damage spike
  • T2 (+2s trail): Nice but lowest priority

[2] Defend and Fight!

Stat Base T1 T2 T3
Cooldown 30s 30s 30s 30s
Duration 5s 5s 7s 7s
Barrier 125 (+1.6 spirit) - 225 225
Fire Rate +0% +14% +14% +14%
Bonus Targets 0 0 0 2 (75% barrier)

Upgrade Priority: T1 → T2 → T3

  • T1 (+14% fire rate): Makes your carry deadlier
  • T2 (+100 barrier, +2s): Significant survivability boost
  • T3 (2 extra targets at 75%): Huge in team fights

[3] Captivating Read

Stat Base T1 T2 T3
Cooldown 25s 19s 19s 19s
Damage 90 (+1.3 spirit) - - -
Immobilize 1.25s 1.25s 2s 2s
Spirit Resist Shred - - - -18% for 6s

Upgrade Priority: T1 → T2 → T3

  • T1 (-6s CD): Core for CC rotation
  • T2 (+0.75s immobilize): 2s root is devastating
  • T3 (-18% spirit resist): Team damage amp

[4] Rallying Charge (Ultimate)

Stat Base T1 T2 T3
Cooldown 190s 190s 190s 190s
Damage 125 (+1.0 spirit) - - 260
Heal 125 (+1.6 spirit) 275 275 275
Stun 1s 1s 1s 1.5s
Knights 5 5 9 9

Upgrade Priority: T1 → T2 → T3

  • T1 (+150 heal): Major sustain boost
  • T2 (+4 steeds): Wider coverage
  • T3 (+135 damage, +0.5s stun): Win condition in fights

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Stamina Vitality 800 Essential mobility on 2-stamina hero
Extra Regen Vitality 800 Lane sustain
Monster Rounds Weapon 800 Farm efficiency (sell later)
Extra Spirit Spirit 800 Ability scaling
Mystic Expansion Spirit 800 Imbue Captivating Read for larger zone

Early Game Total: 4,000 souls

Mid Game (4k-15k souls)

Item Category Cost Purpose
Guardian Ward Vitality 1,600 Core support active - barrier allies
Compress Cooldown Spirit 1,600 Imbue Dragon for -18% CD
Slowing Hex Spirit 1,600 Catch/peel tool
Duration Extender Spirit 1,600 Imbue Defend and Fight!
Superior Cooldown Spirit 3,200 +20% global CDR - essential
Greater Expansion Spirit 3,200 +35% range/radius on everything

Mid Game Total: 12,800 souls

Late Game (15k+ souls)

Item Category Cost Purpose
Stamina Mastery Vitality 3,200 Mobility, upgrades Extra Stamina
Superior Duration Spirit 3,200 +28% ability duration
Transcendent Cooldown Spirit 6,400 +25% CDR on abilities AND items
Divine Barrier Vitality 6,400 600 barrier + cleanse, upgrades Guardian Ward

Late Game Total: 19,200 souls

Luxury Options (25k+)

Item Category Cost Purpose
Boundless Spirit Spirit 6,400 +35 spirit, +15% spirit scaling
Scourge Spirit 6,400 62.4% WR - buff ally with 3.5% max HP aura
Echo Shard Spirit 6,400 Double Captivating Read
Curse Spirit 6,400 3.25s lockdown on priority target

Category Investment Summary

Core Build (20 items)

Item Category Cost
Extra Stamina Vitality 800
Extra Regen Vitality 800
Monster Rounds Weapon 800
Extra Spirit Spirit 800
Mystic Expansion Spirit 800
Guardian Ward Vitality 1,600
Compress Cooldown Spirit 1,600
Slowing Hex Spirit 1,600
Duration Extender Spirit 1,600
Superior Cooldown Spirit 3,200
Greater Expansion Spirit 3,200
Stamina Mastery Vitality 3,200
Superior Duration Spirit 3,200
Transcendent Cooldown Spirit 6,400
Divine Barrier Vitality 6,400
Boundless Spirit Spirit 6,400
Category Total Spent 4.8k Bonus
Weapon 800 ✗ (intentional - support build)
Vitality 12,800 ✓ +203 Health
Spirit 22,400 ✓ +19 Spirit Power

Note: Paige intentionally skips Weapon 4.8k threshold. Her gun DPS is poor (58) and she doesn't benefit from weapon scaling. All resources go into Spirit and Vitality.


Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Extra Stamina 800 Stamina Mastery 3,200
Extra Stamina 800 Arcane Surge 1,600
Mystic Expansion 800 Greater Expansion 3,200
Compress Cooldown 1,600 Superior Cooldown 3,200
Duration Extender 1,600 Superior Duration 3,200
Guardian Ward 1,600 Divine Barrier 6,400
Extra Spirit 800 Boundless Spirit 6,400
Healing Rite 800 Rescue Beam 3,200

Upgrade Strategy:

  1. Extra Stamina → Stamina Mastery (when you need more escapes)
  2. Guardian Ward → Divine Barrier (when enemies have heavy debuffs)
  3. Compress Cooldown → Superior Cooldown (always, component builds into it)
  4. Duration Extender → Superior Duration (extends ALL ability durations)

Imbued Ability Assignments

Compress Cooldown → Conjure Dragon [1]

Effect: -18% cooldown (30s → 24.6s base, 25s → 20.5s with T1)

Reasoning: Dragon is your primary zone control tool. Lower cooldown means more lane pressure, more zoning in fights, and more frequent damage output. With T1 + Compress Cooldown + Superior Cooldown, Dragon reaches ~16s CD.

Duration Extender / Superior Duration → Defend and Fight! [2]

Effect: +22%/+28% duration (5s → 6.4s/6.4s base, 7s → 8.5s/9s with T2)

Reasoning: Longer barrier duration means your carry stays protected longer. The weapon damage buff also lasts longer, increasing team DPS during fights. With T2 upgrade + Superior Duration, barrier lasts nearly 9 seconds.

Mystic Expansion / Greater Expansion → Captivating Read [3]

Effect: +20%/+35% radius (7.5m → 9m/10.1m, stacking = 12.2m with both)

Reasoning: Captivating Read has a delay before the immobilize. Larger radius makes it much harder to escape and catches multiple enemies more reliably. The difference between 7.5m and 12m is massive.


Build Decision Tree

GAME START
    │
    ├─ Lane Phase (0-8 min)
    │   Buy: Extra Stamina → Extra Regen → Monster Rounds
    │   │
    │   └─ Need more ability damage?
    │       ├─ YES → Extra Spirit + Mystic Expansion
    │       └─ NO → Focus sustain items
    │
    ├─ Early Mid (8-15 min)
    │   Buy: Guardian Ward → Compress Cooldown
    │   │
    │   └─ Are enemies diving you?
    │       ├─ YES → Reactive Barrier or Spirit Shielding
    │       └─ NO → Slowing Hex for catch
    │
    ├─ Late Mid (15-22 min)
    │   Buy: Superior Cooldown → Greater Expansion
    │   │
    │   └─ Need more mobility?
    │       ├─ YES → Stamina Mastery
    │       └─ NO → Duration Extender → Superior Duration
    │
    └─ Late Game (22+ min)
        Buy: Transcendent Cooldown → Divine Barrier
        │
        └─ What does team need?
            ├─ More damage → Boundless Spirit
            ├─ Lockdown → Curse
            ├─ Sustain for diver → Scourge
            └─ Double CC → Echo Shard

Situational Items

vs Spirit-Heavy Comps (Seven, Infernus, Pocket)

Item Cost Purpose
Spirit Shielding 1,600 Auto 300 barrier when taking 225+ spirit damage
Counterspell 3,200 Parry blocks abilities, +20 spirit on success
Dispel Magic 3,200 +16% spirit resist, cleanse active
Ethereal Shift 6,400 4s invulnerability to avoid burst

vs Gun-Heavy Comps (Haze, Wraith, Grey Talon)

Item Cost Purpose
Reactive Barrier 1,600 325 barrier on CC, +6% spirit resist
Metal Skin 3,200 5s bullet immunity active
Return Fire 1,600 Reflect 60% bullet damage
Heroic Aura 3,200 +15% bullet resist for nearby team

vs Heavy CC (Dynamo, Kelvin, Lash)

Item Cost Purpose
Reactive Barrier 1,600 Auto barrier + stamina restore on CC
Dispel Magic 3,200 Cleanse on demand
Unstoppable 6,400 Suppress negative effects for 5.5s

vs Healing/Sustain (Abrams, Lady Geist, Shiv)

Item Cost Purpose
Healbane 1,600 -35% healing on spirit damage, +275 heal on kill

Items NOT to Buy

Siphon Bullets (6,400) - TRAP

CLI Verified Stats: +15% weapon damage, 1 stack per hit, 2 stacks lost on death, 35 health steal per stack

Why it's bad for Paige:

  • Paige has 58 DPS - one of the worst guns in the game
  • Building stacks requires sustained combat with your gun
  • Dying loses 2 stacks - Paige dies easily
  • 6,400 souls for gun scaling on a spirit support is wasteful

Bullet Lifesteal (1,600) - TRAP

CLI Verified Stats: +16% bullet lifesteal, +90 HP, half effective vs non-heroes

Why it's bad for Paige:

  • 16% lifesteal of 35 damage = 5.6 HP per shot
  • At 1.67 fire rate, that's ~9 HP/second
  • Spirit Lifesteal (same cost) heals from ALL your abilities
  • You're buying gun sustain on a spirit hero

Toxic Bullets (3,200) - TRAP

CLI Verified Stats: 2% max HP bleed, -30% healing, requires bullet buildup

Why it's bad for Paige:

  • Requires sustained fire to build up the bleed
  • Paige's 14 ammo and 2.5s reload breaks stacks
  • Healbane (1,600) does the same anti-heal from spirit damage
  • Half the cost for the same anti-heal effect

Glass Cannon (6,400) - TRAP

Paige doesn't get kills with her gun. Period.


Game Phase Strategy

Lane Phase (0-10 min)

Goal: Survive, farm, support your lane partner

Tips:

  • Stay behind cover - you have NO escape if caught out
  • Use Dragon to clear waves and zone enemies
  • Save Defend and Fight! for trades or diving enemies
  • Captivating Read is your only self-peel - don't waste it

Trading Pattern:

  1. Dragon the wave for pressure
  2. If enemy trades into your partner, cast Defend and Fight!
  3. Follow up with Captivating Read if they overextend
  4. Disengage - don't chase with your gun

Power Spike: At 3.6k souls, you have ult. Rallying Charge can swing fights across the map - use it to help other lanes.

Mid Game (10-20 min)

Goal: Enable team fights, control objectives

Tips:

  • Stay with your team - solo Paige is dead Paige
  • Use Captivating Read to start fights or peel
  • Defend and Fight! goes on your highest DPS ally
  • Save ult for objective fights or to counter enemy engages

Urn Strategy:

  • Cast Rallying Charge as your team picks up the urn
  • Knights travel from your spawn toward the delivery point
  • Distance = more healing/damage, so cast early

Late Game (20+ min)

Goal: Land key CCs, keep carries alive, win team fights

Tips:

  • Your Captivating Read with T3 shreds 18% spirit resist - use it FIRST
  • Divine Barrier cleanses - save it for after enemies CC your carry
  • Ult has 190s CD even with CDR - make it count
  • Position behind your frontline, never in front

Team Fight Sequence:

  1. Dragon zone to limit enemy movement
  2. Captivating Read on priority target (applies -18% spirit resist)
  3. Defend and Fight! on your carry
  4. Slowing Hex or Knockdown to peel or catch
  5. Rallying Charge to turn the fight

Counter-Play Awareness

Threats to Watch

Enemy Threat Level Counter-Play
Shiv HIGH His Dive + Bloodletting combo kills you in seconds. Stay far back, save Captivating Read for self-peel. Buy Ethereal Shift.
Haze HIGH Bullet Dance melts squishy supports. Metal Skin or Ethereal Shift mandatory. Position behind walls during her ult.
Lash HIGH Death Slam can 100-0 you. Unstoppable if he targets you. Stay near cover.
Vindicta MEDIUM Snipes chunk you. Play around cover, never stand still in open.
Seven MEDIUM Storm Cloud is dangerous. Buy Spirit Shielding or Counterspell.

Your Counters

Target Why You Counter Them
Divers Captivating Read immobilizes them mid-dive
Channels Knockdown interrupts Haze ult, Seven ult, etc.
Stacked teams Rallying Charge punishes grouped enemies
Low mobility Slowing Hex + Captivating Read = no escape

Advanced Tips

Rallying Charge Usage

  • Distance matters: Damage and healing INCREASE as knights travel further. Casting from your spawn toward the enemy base maximizes value.
  • Cancel refund: Canceling during channel refunds 50% cooldown. If fight ends before knights arrive, cancel.
  • T2 adds 4 knights: 9 total knights = wider coverage, harder to dodge

Ability Combos

Lock Combo: Slowing Hex → Captivating Read (slow guarantees immobilize lands)

Peel Combo: Captivating Read → Defend and Fight! (immobilize enemy, barrier ally)

Full Rotation: Dragon (zone) → Captivating Read (immobilize) → Ally burst → Knockdown (stun) → Defend and Fight! (finish)

Positioning

  • Lane: Behind your minion wave, using cover
  • Team fights: Behind frontline, 30-35m from enemies (your cast range)
  • Objectives: Near an escape route - you can't fight if caught

Summary

Paige is a cooldown-dependent support who enables her team through barriers, CC, and global healing. Her complete lack of mobility means positioning is paramount - one misstep and you're dead.

Core Philosophy:

  1. Stack CDR to maximize ability uptime
  2. Use Greater Expansion to make all abilities easier to land
  3. Protect your carry with Defend and Fight!
  4. Land Captivating Read to start or peel fights
  5. Never be alone

Win Condition: Keep your carry alive with barriers and CC while they deal the damage. Your ult can swing team fights from across the map - use it wisely.

Paradox Build Guide: Headshot Hunter

Build Archetype: Burst-Gun Hybrid Difficulty: High Win Rate Reference: 53% (Tracklock data, 550+ matches)

Hero Overview

Paradox is a time-manipulating burst hero who excels at catching enemies with Kinetic Carbine marks and following up with devastating headshot damage. Her kit rewards precision aiming and ability timing, making her one of the higher skill ceiling heroes in Deadlock.

Base Stats

Stat Value
Health 700 (+45/boon)
Stamina 3
Move Speed 6.7 m/s
Sprint Speed 8.3 m/s
DPS 49
Bullet Damage 6.42
Fire Rate 7.56/s
Ammo 40
Reload 2.59s

Strengths

  • Excellent catch potential with Kinetic Carbine + Swap
  • Strong lane trading through slows and Time Wall buffs
  • High burst damage with headshot itemization
  • Team utility through buffs and zone control
  • Accurate gun makes headshot items extremely effective

Weaknesses

  • Squishy (700 base HP, mid-tier)
  • Cooldown dependent - vulnerable when abilities down
  • Paradoxical Swap is interruptible during channel
  • Requires precision aiming to maximize damage
  • High skill ceiling means inconsistent performance if not mastered

Ability Data

Ability Cooldown Key Stats Upgrade Priority
[1] Pulse Grenade 28s 35 pulse dmg, 6m radius, 3.2s 2nd
[2] Time Wall 25s 6s duration, 7.5m width 3rd
[3] Kinetic Carbine 27s Mark + heavy slow, 3.5s speed boost 1st
[4] Paradoxical Swap 75s 25m range, 115 swap dmg 4th

Ability Upgrade Priorities

Kinetic Carbine (Max First)

  • T1: +0.4s Slow Duration - Better catch
  • T2: -8s Cooldown, +2s Speed Boost - Huge uptime increase
  • T3: +50% Bonus Bullet Damage Scaling - Core to gun build

Pulse Grenade (Max Second)

  • T1: +0.8s Duration - More damage ticks
  • T2: -8s Cooldown - Zone control uptime
  • T3: +36 Pulse Damage, +0.75m Radius per pulse - Scales into teamfights

Time Wall (Points as Needed)

  • T1: +2m Width, +1m Height - Easier to use
  • T2: +9% Damage per Wall Hit - Trading power
  • Skip T3 initially unless team-focused

Paradoxical Swap (After Core Upgrades)

  • T1: -15s Cooldown - More plays available
  • T2: +81 Swap Damage - Kill threshold
  • T3: +15m Cast Range - Extends catch range to 40m

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Headshot Booster Weapon 800 +45 headshot dmg, +30 HP - Core burst item
Extra Stamina Vitality 800 +1 stamina - Mobility for trades
Extra Regen Vitality 800 +3 HP regen - Lane sustain
Extra Health Vitality 800 +185 HP - Survivability

Early Game Strategy:

  • Focus on landing Kinetic Carbine marks into headshots
  • Use Time Wall to win trades - allies passing through get bullet damage buff
  • Pulse Grenade for zone denial and farming
  • Headshot Booster turns every headshot into a mini power spike

Mid Game (4k-15k souls)

Item Category Cost Purpose
Headhunter Weapon 3200 +75 headshot dmg (scales), 4% heal, +1.75m move
Weakening Headshot Weapon 1600 -13% bullet resist on headshot, +50 HP
Stamina Mastery Vitality 3200 +2 stamina, +23% air speed
Superior Cooldown Spirit 3200 -20% ability cooldown
Warp Stone Vitality 3200 11m teleport, +30% bullet resist 6s
Healbane Vitality 1600 -35% healing reduction, +7 spirit

Mid Game Strategy:

  • Headhunter is your first major spike - +75 damage, healing, move speed on headshot
  • Weakening Headshot stacks bullet resist shred with Kinetic Carbine marks
  • Start rotating for ganks once you have Superior Cooldown online
  • Warp Stone provides critical repositioning for aggressive plays or escapes
  • Buy Healbane if facing Abrams, Lady Geist, Shiv, or other sustain heroes

Late Game (15k+ souls)

Item Category Cost Purpose
Crippling Headshot Weapon 6400 -16% bullet/spirit resist, -35% healing, +125 HP
Hollow Point Weapon 3200 +35% weapon dmg above 65% HP, +125 HP
Greater Expansion Spirit 3200 +35% ability range/radius, +10% spirit resist
Curse Spirit 6400 Silence + Disarm + Item block 3.25s

Late Game Strategy:

  • Crippling Headshot makes you shred tanks - combined resist reduction is devastating
  • Hollow Point rewards staying healthy (synergy with Headhunter heal)
  • Greater Expansion extends your catch range significantly
  • Curse provides hard lockdown for priority target deletion

Category Investment Summary

Core Build (12 items)

Item Category Cost
Headshot Booster Weapon 800
Headhunter Weapon 3200
Weakening Headshot Weapon 1600
Hollow Point Weapon 3200
Extra Stamina Vitality 800
Extra Health Vitality 800
Stamina Mastery Vitality 3200
Warp Stone Vitality 3200
Superior Cooldown Spirit 3200
Greater Expansion Spirit 3200
Healbane Vitality 1600
Crippling Headshot Weapon 6400
Category Total Spent 4.8k Bonus
Weapon 15,200 ✓ +18% Weapon Damage
Vitality 11,600 ✓ +203 Health
Spirit 6,400 ✓ +19 Spirit Power

All three 4.8k thresholds are hit with core build.


Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Headshot Booster 800 Headhunter 3200
Weakening Headshot 1600 Crippling Headshot 6400
Extra Stamina 800 Stamina Mastery 3200
Extra Health 800 Fortitude 3200
Compress Cooldown 1600 Superior Cooldown 3200
Mystic Expansion 800 Greater Expansion 3200

Upgrade Strategy:

  1. Buy Headshot Booster early → it's a component of Headhunter
  2. Extra Stamina → Stamina Mastery for late game mobility
  3. If you bought Compress Cooldown for an imbued ability, it upgrades to Superior Cooldown

Imbued Ability Assignments

Compress Cooldown (if purchased) → Pulse Grenade [1]

  • 28s → ~23s cooldown with 18% reduction
  • Pulse Grenade is your most spammable ability
  • Better zone control uptime benefits the whole team

Greater Expansion → Paradoxical Swap [4]

  • 25m base + 15m T3 upgrade + 35% expansion = ~54m catch range
  • Massive threat radius for pick potential
  • Can also imbue on Pulse Grenade for 8.1m radius zone control

Superior Duration (if purchased) → Time Wall [2]

  • 6s → 7.7s duration (+28%)
  • Allies have longer window to pass through for bullet damage buff
  • More sustained zone denial in teamfights

Situational Build Tree

                           PARADOX BUILD
                               |
        +----------------------+----------------------+
        |                      |                      |
    vs GUN-HEAVY           STANDARD              vs SPIRIT-HEAVY
        |                      |                      |
   +----+----+            +----+----+            +----+----+
   |         |            |         |            |         |
Warp Stone  Fortitude   Headhunter Crippling  Counterspell Ethereal
(3200)      (3200)      (3200)     (6400)      (3200)       Shift
+30% resist +375 HP                             Parry       (6400)
                                                protects    Invuln
        |                      |                      |
        v                      v                      v
   ANTI-SUSTAIN?          NEED CATCH?           NEED LOCKDOWN?
        |                      |                      |
   +----+----+            +----+----+            +----+----+
   |         |            |         |            |         |
Healbane   Toxic       Greater    Slowing       Curse    Knockdown
(1600)     Bullets     Expansion    Hex        (6400)     (3200)
Spirit     (3200)      (3200)     (1600)       Full       0.5-2s
dmg proc   Gun proc    +35%       Slow+        shutdown   stun
                       range      silence

Situational Items

vs Spirit-Heavy Enemies (Seven, Pocket, Lady Geist)

Item Cost Why
Counterspell 3200 Parry blocks ability damage and effects, +100 HP
Ethereal Shift 6400 4s invulnerability, +30% spirit resist after
Greater Expansion 3200 +10% spirit resist passive

vs Gun-Heavy Enemies (Haze, Wraith, Grey Talon)

Item Cost Why
Warp Stone 3200 +30% bullet resist for 6s, repositioning
Fortitude 3200 +375 HP, 2% max HP regen out of combat
Superior Duration 3200 +8% bullet resist passive

vs Heavy CC (Mo & Krill, Dynamo, Kelvin)

Item Cost Why
Unstoppable 6400 Immune to stun/silence/root/disarm for 5.5s
Warp Stone 3200 Teleport out of danger
Stamina Mastery 3200 Air mobility to avoid ground CC

vs Healing/Sustain (Abrams, Shiv, Ivy)

Item Cost Why
Healbane 1600 -35% healing on spirit damage
Toxic Bullets 3200 -30% healing on bleed (gun proc)
Crippling Headshot 6400 -35% healing on headshot

Items NOT to Buy

Siphon Bullets (6400, Vitality T4)

Actual Stats: +15% base attack dmg, +10% bullet resist, stacking lifesteal at 35 HP/stack (1.2s proc cooldown, lose 2 stacks on death)

Why it's bad on Paradox:

  • You're squishy and WILL die - stacks reset constantly
  • Same 6,400 souls buys Crippling Headshot with PERMANENT -16% resist shred
  • Paradox's damage is burst, not sustained - you don't build stacks fast
  • Vampiric Burst gives 80% burst lifesteal + 40% fire rate with zero stack risk

Long Range (1600, Weapon T2)

Actual Stats: +40% weapon damage beyond 15m, +0.75m sprint, +4% attack range

Why it's bad on Paradox:

  • Your combo (Carbine mark → close gap → Swap) happens at close range
  • Optimal play is 15-25m for abilities, but fights go under 15m
  • Weakening Headshot (same cost) gives -13% resist shred at ANY range
  • Anti-synergy with your entire kit

Rapid Rounds (800, Weapon T1)

Actual Stats: +9% fire rate

Why it's bad on Paradox:

  • Your damage is BURST from abilities + headshots, not sustained DPS
  • +9% fire rate on 7.56 = 8.2 fire rate - minimal DPS increase
  • Headshot Booster (same cost) gives +45 burst damage + 30 HP
  • Doesn't scale with your playstyle at all

Game Phase Strategy

Lane Phase (0-10 min)

  1. Level 1-2: Focus on securing souls, use Pulse Grenade for wave clear
  2. First 800 souls: Buy Headshot Booster immediately - transforms your trading
  3. Trading pattern: Time Wall (buff yourself) → Kinetic Carbine mark → Chase and headshot → Disengage
  4. Vs aggressive lanes: Use Pulse Grenade defensively for slow + damage amp on enemies
  5. Power spike: At 3.2k (Headhunter), you can solo kill most heroes with full combo

Mid Game (10-20 min)

  1. Rotate after pushing wave - your catch potential is high with Carbine
  2. Urn fights: Use Time Wall to buff team, Pulse Grenade for zone control
  3. Pick pattern: Kinetic Carbine → Wait for slow → Swap them into your team
  4. Warp Stone timing: Save for escaping bad Swaps or aggressive repositioning
  5. Farm between objectives - keep Headhunter procs converting to gold lead

Late Game (20+ min)

  1. You're an assassin now - look for isolated targets
  2. Full combo: Kinetic Carbine → Time Wall → Close gap → Headshot → Swap if needed
  3. Crippling Headshot makes you shred tanks - -16% bullet AND spirit resist
  4. Curse + Swap on priority targets (enemy carry) wins teamfights
  5. Stay with team - you're squishy and die to focus fire

Key Matchup Notes

  • vs Haze: Save Swap to interrupt her Bullet Dance channel
  • vs Lash: Time Wall blocks Death Slam line of sight
  • vs Kelvin: Don't Swap into his team after he domes
  • vs Vindicta: Carbine can catch her even at range - she can't escape the slow

Power Spike Timing

Souls Item(s) Power Spike
800 Headshot Booster Lane trading power
3,200 Headhunter Major spike - sustain + burst + mobility
4,800 + Weakening Headshot Weapon 4.8k bonus (+18% weapon dmg)
6,400 + Superior Cooldown Ability spam unlocked
9,600+ + Stamina Mastery, Warp Stone Full mobility kit online
15,000+ + Crippling Headshot Tank shredder online

Summary

Paradox excels as a precision burst hero who punishes positioning mistakes. The headshot-focused build maximizes her accurate gun while her abilities provide setup and utility. Key success factors:

  1. Land your Kinetic Carbine marks - this is your bread and butter
  2. Time your Swaps carefully - bad Swaps get you killed
  3. Stay healthy - Hollow Point and Headhunter reward playing above 65% HP
  4. Build resist shred - Weakening + Crippling Headshot stack devastatingly
  5. Use Time Wall for team - the bullet damage buff wins fights

The build prioritizes weapon damage for headshot burst while ensuring survivability through mobility (Stamina Mastery, Warp Stone) rather than raw HP. Spirit investment goes into cooldown reduction and range extension to maximize ability uptime and catch potential.

Pocket Build Guide: Spirit Nuker

Build Philosophy: Rush spirit investment, drop Affliction on the enemy team, escape with Flying Cloak or Satchel. Pocket doesn't need health - survivability comes from mobility and positioning. All abilities scale with spirit power, and Affliction's % current health damage devastates grouped enemies.

Hero Overview

Stat Value Notes
Health 750 (+36/boon) Very low - play around cooldowns
Stamina 3 Good mobility baseline
Move Speed 7.2 m/s Average
Weapon Shotgun 57 DPS, 7 pellets, 16-46m falloff
Fire Rate 1.90/s Slow - gun builds suboptimal
Ammo 11 shells Manageable

Key Insight: Pocket is an assassin who thrives on cooldown management. Your damage comes from abilities, not your gun. Rush spirit power, hit 4.8k threshold early, and snowball through teamfight impact.

Abilities

[1] Barrage - Primary Damage

Stat Base T1 T2 T3
Cooldown 32s - 18s -
Damage/Proj 32 44.6 - -
Amp/Stack - - - +4%
Radius 4.5m - - 6.5m

Upgrade Priority: T2 > T1 > T3

  • T2 is essential for cooldown reduction (32s → 18s)
  • Float in air during cast for safety
  • Each projectile hit grants stacking damage amp

[2] Flying Cloak - Mobility

Stat Base T1 T2 T3
Cooldown 32s 18s - -
Damage 70 - 146.5 -
Duration 3.4s - - 10s

Upgrade Priority: T1 > T2 > T3

  • T1 is mandatory for mobility (32s → 18s)
  • Use for initiation OR escape, rarely both
  • Can teleport to cloak mid-flight

[3] Enchanter's Satchel - Escape/Damage

Stat Base T1 T2 T3
Cooldown 17s 12s - -
Damage 65 - 155 -
Duration 1.5s - - 4s
Fire Rate Slow - - - 40%

Upgrade Priority: T1 > T3 > T2

  • Short cooldown escape - your primary survival tool
  • T3 is excellent for teamfight disruption
  • Dodge key enemy abilities (Haze ult, Lash slam)

[4] Affliction - Ultimate

Stat Base T1 T2 T3
Cooldown 140s 115s - -
% Current HP 12% - - -
DPS 28 - - 44.2
Radius 9m - - 15m
Duration 12s - 16s -
Heal Reduction - - -40% -

Upgrade Priority: T1 > T2 > T3

  • NON-LETHAL: Cannot kill enemies, need follow-up damage
  • T2 provides anti-heal, critical vs sustain heroes
  • T3 massively expands radius and damage

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Spirit Spirit 800 Core scaling
Mystic Burst Spirit 800 Ability burst
Extra Stamina Vitality 800 Mobility
Healing Rite Vitality 800 Lane sustain (sell later)

Lane Phase Strategy:

  • Rush Extra Spirit + Mystic Burst for trading power
  • Use Satchel to dodge enemy poke
  • Flying Cloak T1 at first opportunity
  • Farm jungle camps with Barrage between waves

Mid Game (4k-15k souls)

Item Category Cost Purpose
Improved Spirit Spirit 1,600 Upgraded from Extra Spirit
Cold Front Spirit 1,600 AoE slow + damage
Superior Cooldown Spirit 3,200 20% CDR core
Tankbuster Spirit 3,200 Upgraded from Mystic Burst
Greater Expansion Spirit 3,200 +35% ability range/radius
Majestic Leap Vitality 3,200 Repositioning + barrier

Mid Game Strategy:

  • Hit 4.8k spirit by ~8-9 minutes
  • Superior Cooldown reduces Affliction from 140s → 112s
  • Greater Expansion makes Affliction radius 9m → 12.15m
  • Combo: Majestic Leap → Float → Barrage → Affliction → Cloak out

Late Game (15k+ souls)

Item Category Cost Purpose
Transcendent Cooldown Spirit 6,400 Upgraded from Superior CD
Spirit Burn Spirit 6,400 AoE proc + anti-heal
Boundless Spirit Spirit 6,400 Maximum spirit scaling

Late Game Strategy:

  • Spirit Burn procs from Affliction (500+ damage easy)
  • Boundless Spirit's +15% spirit multiplier is massive
  • Transcendent CDR affects items too (Cold Front, Majestic)
  • Look for 3+ hero Afflictions before major objectives

Situational Items

vs Spirit-Heavy Enemies:

Item Category Cost When
Dispel Magic Vitality 3,200 Cleanse DOTs, +16% spirit resist
Ethereal Shift Spirit 6,400 Invuln vs burst (Seven ult, Pocket mirror)

vs Gun-Heavy Enemies:

Item Category Cost When
Warp Stone Weapon 3,200 Teleport + bullet resist
Majestic Leap Vitality 3,200 Barrier + repositioning

vs Heavy CC:

Item Category Cost When
Dispel Magic Vitality 3,200 Instant cleanse
Unstoppable Vitality 6,400 Extended CC immunity

vs Healing/Sustain (Abrams, Lady Geist, Shiv):

Item Category Cost When
Healbane Vitality 1,600 Early anti-heal
Spirit Burn Spirit 6,400 -70% heal amp on proc
Decay Spirit 3,200 Active anti-heal

Category Investment Summary

Core Build (17 items)

Item Category Cost
Extra Spirit Spirit 800
Mystic Burst Spirit 800
Extra Stamina Vitality 800
Healing Rite Vitality 800
Improved Spirit Spirit 1,600
Cold Front Spirit 1,600
Superior Cooldown Spirit 3,200
Tankbuster Spirit 3,200
Greater Expansion Spirit 3,200
Majestic Leap Vitality 3,200
Transcendent Cooldown Spirit 6,400
Spirit Burn Spirit 6,400
Boundless Spirit Spirit 6,400
Category Total Spent 4.8k Bonus
Weapon 0 ✗ (intentional - spirit build)
Vitality 4,800 ✓ +203 Health
Spirit 33,600 ✓ +19 Spirit Power

Note: This build intentionally skips weapon investment. Pocket's shotgun is weak and spirit scaling provides more value. The 4.8k spirit threshold is hit extremely early (~8 minutes), providing a significant power spike.

Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Extra Spirit 800 Improved Spirit 1,600
Improved Spirit 1,600 Boundless Spirit 6,400
Mystic Burst 800 Tankbuster 3,200
Mystic Expansion 800 Greater Expansion 3,200
Compress Cooldown 1,600 Superior Cooldown 3,200
Superior Cooldown 3,200 Transcendent Cooldown 6,400

Upgrade Strategy:

  1. Buy Extra Spirit early → upgrades to Improved Spirit (no wasted souls)
  2. Buy Mystic Burst early → upgrades to Tankbuster
  3. If you buy Compress Cooldown, it upgrades into Superior Cooldown
  4. Superior Cooldown is core, then later upgrades to Transcendent

Imbued Ability Assignments

Compress Cooldown (if purchased separately)

Imbue: Affliction [4]

  • Reduces 140s → ~115s base cooldown
  • Combined with Superior Cooldown: 140 × 0.82 × 0.80 = 91.8s

Duration Extender / Superior Duration (if purchased)

Imbue: Affliction [4]

  • 12s base → 15.36s with Superior Duration's 28%
  • With T2 upgrade: 16s → 20.5s
  • More DOT ticks = more total damage

Surge of Power (optional)

Imbue: Barrage [1]

  • +24 spirit power on Barrage specifically
  • Gain move speed after casting for chase/escape
  • Alternative: Imbue Affliction for biggest single-cast impact

Decision Tree

START: What's your game state?
│
├─► WINNING LANE
│   │
│   └─► Rush Superior Cooldown (3,200)
│       Then Greater Expansion (3,200)
│       Snowball with lower Affliction CD
│
├─► LOSING LANE
│   │
│   └─► Extra Stamina + Improved Spirit
│       Focus on jungle farm
│       Avoid fights until Affliction unlocked
│
└─► TEAMFIGHT PHASE
    │
    ├─► Enemy has sustain heroes?
    │   └─► Healbane (1,600) → Spirit Burn (6,400)
    │
    ├─► Enemy has burst mages?
    │   └─► Dispel Magic (3,200) for cleanse
    │
    ├─► Enemy has fed gun carry?
    │   └─► Majestic Leap (3,200) + Warp Stone (3,200)
    │
    └─► Even game?
        └─► Standard build: CDR → Expansion → Spirit Burn

Items NOT to Buy

Siphon Bullets (6,400)

  • Why it's bad: Requires stacking kills, loses stacks on death
  • The problem: Pocket's shotgun has 1.90 fire rate and significant falloff - you can't build stacks efficiently
  • Buy instead: Spirit Lifesteal (1,600) or Vampiric Burst (6,400)

Kinetic Dash (1,600)

  • Why it's suboptimal: +25% fire rate on a 1.90/s shotgun is minimal DPS gain
  • The problem: 6 bonus ammo doesn't help when you have 11 shells and reload rarely matters for Pocket
  • Buy instead: Arcane Surge (1,600) - same cost, +15% ability range/duration/spirit power on dash-jump

Ricochet (6,400)

  • Why it's usually wrong: Pocket's shotgun has poor base damage and significant falloff
  • The problem: 65% of weak damage to 2 targets is still weak. Spirit abilities do more.
  • When to consider: Only in dedicated gun hybrid build with Silencer + Inhibitor (rare)
  • Buy instead: Boundless Spirit (6,400) or Spirit Burn (6,400)

Ethereal Shift (6,400) - Usually Wrong

  • Why it's often a trap: Pocket already has Enchanter's Satchel for invulnerability
  • The problem: 6,400 souls for redundant survivability when you could buy Boundless Spirit
  • When to consider: Only vs heavy burst that exceeds Satchel's 1.5s window (Haze Bullet Dance, coordinated burst)
  • Buy instead: Boundless Spirit for damage, or Dispel Magic for cleanse utility

Game Phase Strategy

Lane Phase (0-10 min)

  1. Rush Extra Spirit + Mystic Burst for trading
  2. Use Satchel to dodge enemy abilities
  3. Flying Cloak T1 ASAP for 18s CD mobility
  4. Farm jungle between waves - Barrage clears camps fast
  5. Look for trades when enemy cooldowns are down

Mid Game (10-20 min)

  1. Hit 4.8k spirit threshold (~8-9 min ideally)
  2. Group for Urn fights - Affliction in enclosed spaces is devastating
  3. Superior Cooldown + Greater Expansion are your core power spike
  4. Combo: Majestic Leap → Float → Barrage → Affliction → Cloak out

Late Game (20+ min)

  1. Spirit Burn synergy with Affliction is insane anti-heal
  2. Look for 3+ hero Afflictions before Mid-Boss or Patron
  3. Save Cloak for escape, don't waste it for damage
  4. Transcendent CDR means ~90s Affliction cooldowns

Teamfight Execution

  1. Position: Wait for enemies to group
  2. Initiate: Majestic Leap or Cloak in
  3. Drop Affliction: Aim for 3+ targets
  4. Barrage: Add damage while floating
  5. Escape: Satchel or Cloak to safety
  6. Follow-up: Cold Front to slow fleeing enemies

Key Insight: Affliction is non-lethal. You soften enemies for your team to finish. Don't expect solo kills - expect massive teamfight impact.

Counter-Play Awareness

Heroes That Counter Pocket

  • Haze: Bullet Dance can catch you if Satchel is on CD
  • Lash: Ground Slam interrupts Barrage float
  • Seven: Storm Cloud zones you out of teamfights
  • Silencer carriers: Silence prevents escape abilities

How to Play Against Counters

  • vs Haze: Save Satchel specifically for Bullet Dance
  • vs Lash: Float higher or use Satchel preemptively
  • vs Seven: Stay at edge of fights, don't commit until Storm ends
  • vs Silence: Buy Dispel Magic, position for easy Cloak escape

Summary

Pocket is the "press 4, win teamfights" hero. Rush spirit investment, hit 4.8k early, and look for multi-hero Afflictions. Your gun is weak - don't pretend it's not. All your power comes from abilities, cooldown management, and positioning.

Core items: Improved Spirit → Superior Cooldown → Greater Expansion → Tankbuster → Spirit Burn → Boundless Spirit

Playstyle: Dive in, nuke with Affliction, escape with Cloak/Satchel. Repeat.

Rem Build Guide: Pillow Spam Support

Build Archetype: Spirit Support / Ability Spam Role: Team enabler, CC machine, mid boss contest specialist Difficulty: Medium (positioning-dependent)

Hero Overview

Rem is the ultimate spirit support - a hero who attaches to allies to heal, buff, and protect them while disrupting enemies with constant Pillow Toss spam and the devastating wall-piercing Naptime ultimate.

Core Stats

Stat Value Notes
Health 650 (+29/boon) LOWEST IN GAME
DPS 61.5 Decent early, falls off hard
Ammo 13 Short reload (2s)
Stamina 3 Standard
Move Speed 7.2 m/s Average

Key Mechanic: Rem's bullets auto-lock to enemy heads. This compensates for lower late-game DPS scaling but doesn't make gun builds viable.

Why This Build Works

This build focuses on:

  1. Pillow Toss spam - Multiple charges with reduced CDs for constant disruption
  2. Tag Along empowerment - T3 gives carries +35 Spirit Power
  3. Team protection - Divine Barrier cleanses and saves allies
  4. Ultimate impact - CDR gets Naptime back faster for objective control

Ability Data

[1] Pillow Toss - Primary Ability

Stat Base With T1 With T3
Damage 75 (+1.6 spirit) Same 165 (+1.6 spirit)
Cooldown 25s 18s 18s
Radius 5m Same 7m
Range 40m Same Same

Upgrades:

  • T1 (-7s CD): PRIORITY - Take first
  • T2 (-35% Fire Rate Slow): Situational
  • T3 (+90 damage, +2m radius): Major damage spike

Special: Landing hits reduces other ability CDs by 5s!

[2] Tag Along - Core Support Ability

Stat Base With Upgrades
Duration 5.5s Can chain allies
Missing HP Burst 15% (+0.03 spirit) Same
Regen 28/s (+0.44 spirit) Same
Ally Move Speed +4 m/s Same
Cooldown 40s 32s (T1)

Upgrades:

  • T1 (-8s CD): PRIORITY - More uptime
  • T2 (+25% Barrier/Item Duration/Range): Strong with Divine Barrier
  • T3 (+15% Tech Power, +35 Spirit Power for 10s): HUGE carry buff

Key Mechanic: Only ULTIMATE stuns knock you off - not regular stuns.

[3] Lil Helpers - Utility

Effect On Hero On Trooper
Spirit Resist +15% +35% Damage/Resist
Move Speed +3 m/s N/A
Duration 8s 50s
Heal N/A 14/3s

Macro Utility: Helpers can:

  • Collect soul boxes
  • Take Sinner's Sacrifices (8-minute timing!)
  • Buy from enemy shops (unique to Rem)

Upgrades:

  • T1 (+1 Helper): Good for coverage
  • T2 (+8% Spirit Resist, +1.5 m/s): Nice bonus
  • T3 (+2 Helpers): Late game value

[4] Naptime - Ultimate

Stat Base With T2 With T3
Cooldown 175s Same 120s
Channel 1.9s Unstoppable Unstoppable
Sleep Duration 4.25s Same Same
Wake Damage 120 (+1.6 spirit) Same Same
Range 24m Same Same
Radius 20m Same Same

Upgrades:

  • T1 (-1 Stamina on Wake): Prevents escape
  • T2 (Unstoppable + 30% DR): MANDATORY - Can't be interrupted
  • T3 (-55s CD): Very strong

WALL-PIERCING: This is Rem's signature. Ult through walls, floors, and terrain for surprise sleeps and mid boss steals.

Ability Priority

Upgrade Order: 1 T1 → 2 T1 → 3 T1 → 4 T2 → 1 T3 → 2 T3

  1. Pillow Toss T1 first for CD reduction
  2. Tag Along T1 for healing uptime
  3. Lil Helpers T1 for utility
  4. Naptime T2 is mandatory - Unstoppable channel
  5. Pillow T3 for damage spike
  6. Tag Along T3 for carry empowerment

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Regen Vitality 800 Lane sustain (650 HP needs regen)
Extra Spirit Spirit 800 Ability scaling
Extra Charge Spirit 800 Pillow Toss charges
Sprint Boots Vitality 800 Rotation speed

Total: 3,200 souls

Mid Game (4k-15k souls)

Item Category Cost Purpose
Guardian Ward Vitality 1,600 Protect allies
Improved Spirit Spirit 1,600 +18 spirit, +75 HP
Compress Cooldown Spirit 1,600 Imbue Pillow Toss
Healing Booster Vitality 1,600 +20% heal amp
Superior Cooldown Spirit 3,200 -20% CDR all abilities
Rapid Recharge Spirit 3,200 Multi-Pillow charges

Sell: Sprint Boots when slots needed

Late Game (15k+ souls)

Item Category Cost Purpose
Boundless Spirit Spirit 6,400 +35 spirit, +15% spirit
Divine Barrier Vitality 6,400 600 barrier + cleanse
Transcendent Cooldown Spirit 6,400 -25% CDR + item CDR
Curse Spirit 6,400 3.25s lockdown

Category Investment Summary

Core Build (8 items)

Item Category Cost
Extra Regen Vitality 800
Healing Booster Vitality 1,600
Divine Barrier Vitality 6,400
Compress Cooldown Spirit 1,600
Rapid Recharge Spirit 3,200
Boundless Spirit Spirit 6,400
Transcendent Cooldown Spirit 6,400
Curse Spirit 6,400
Category Total Spent 4.8k Bonus
Weapon 0 X (intentional - gun useless)
Vitality 8,800 +203 Health
Spirit 24,000 +19 Spirit Power

Note: Weapon category is intentionally skipped. Rem's gun scaling is terrible late game. All souls go to Spirit (ability scaling) and Vitality (survival).

Upgrade Paths

T1/T2 Item Cost Upgrades Into Cost
Extra Charge 800 Rapid Recharge 3,200
Improved Spirit 1,600 Boundless Spirit 6,400
Guardian Ward 1,600 Divine Barrier 6,400
Superior Cooldown 3,200 Transcendent Cooldown 6,400
Mystic Expansion 800 Greater Expansion 3,200
Extra Stamina 800 Stamina Mastery 3,200
Extra Regen 800 Healing Booster 1,600

Upgrade Strategy:

  1. Extra Charge → Rapid Recharge (Pillow spam)
  2. Guardian Ward → Divine Barrier (carry protection)
  3. Improved Spirit → Boundless Spirit (scaling)
  4. Superior → Transcendent Cooldown (everything faster)

Imbued Ability Assignments

Compress Cooldown → Pillow Toss (1)

  • Pillow base CD: 25s → T1: 18s → with Compress: ~14.8s
  • Your main poke and setup tool
  • Landing pillows already reduces other CDs by 5s

Mystic Expansion → Naptime (4) (if purchased)

  • Naptime radius: 20m → with Mystic Expansion: 24m
  • Larger sleep zone catches more targets
  • Essential for mid boss contests through walls

Superior Duration → Tag Along (2) (if purchased)

  • Tag Along duration: 5.5s → ~7s with Superior Duration
  • T2 Tag Along gives +25% item duration while attached
  • More time = more healing, more buffs

Full Build Paths

Standard Support Build (24,000 souls)

Extra Regen (800) → Healing Booster (1,600)
Extra Charge (800) → Rapid Recharge (3,200)
Improved Spirit (1,600) → Boundless Spirit (6,400)
Guardian Ward (1,600) → Divine Barrier (6,400)
Compress Cooldown (1,600)
Superior Cooldown (3,200) → Transcendent Cooldown (6,400)

Lockdown Build (add Curse)

When facing slippery enemies (Paradox, Haze, Wraith):

Standard Build + Curse (6,400)

Curse locks down priority targets for 3.25s - prevents Haze Bullet Dance, Wraith teleport, etc.

Team Healing Build (add Healing Nova)

When team lacks sustain:

Standard Build + Healing Nova (3,200)

325 HP burst heal to all allies in 18m radius.

Situational Items

vs Spirit-Heavy Teams

Item Cost When to Buy
Greater Expansion 3,200 Bigger Naptime catches more targets
Rescue Beam 3,200 Pull ally out of Infernus/Seven ult

vs Gun-Heavy Teams

Item Cost When to Buy
Knockdown 3,200 Extra stun to peel for carries
Metal Skin 3,200 Personal survival vs Haze/Wraith

vs Heavy CC Teams

Item Cost When to Buy
Unstoppable 6,400 If getting silenced before Tag Along
Slowing Hex 1,600 Catch enemies, silence their movement

vs Healing/Sustain

Item Cost When to Buy
Healbane 1,600 Pillow applies -35% heal reduction

Decision Tree

EARLY GAME (0-4k):
  └─ Do you need lane sustain?
       ├─ YES → Extra Regen first
       └─ NO → Extra Spirit + Extra Charge

MID GAME (4k-15k):
  └─ Is your carry getting focused?
       ├─ YES → Guardian Ward → Divine Barrier path
       └─ NO → Rush Rapid Recharge for damage

LATE GAME (15k+):
  └─ Are enemies escaping your CC?
       ├─ YES → Buy Curse for hard lockdown
       └─ NO → Boundless Spirit for scaling

  └─ Does enemy have heavy burst?
       ├─ YES → Divine Barrier + Healing Nova
       └─ NO → Transcendent Cooldown for uptime

Items NOT to Buy

Trap Items (Never Buy)

Item Cost Why It's Bad
Headshot Booster 800 Rem's gun DPS (61.5) doesn't justify weapon investment
Close Quarters 800 Rem should never be in close range with 650 HP
Melee Charge 1,600 You're not meleeing as a support
Any Weapon T3/T4 3,200+ Complete waste - gun is useless late
Torment Pulse 3,200 27 DPS sustained damage doesn't fit support playstyle

Overrated Items

Item Cost Why to Skip
Ethereal Shift 6,400 You have Tag Along escape. 6,400 for personal survival is too expensive when Divine Barrier helps team more.
Stamina Mastery 3,200 Nice mobility but Rem doesn't need to chase - let your team do that

Game Phase Strategy

Lane Phase (0-9 min)

CRITICAL: You have 650 HP. Play passive.

  • Use Pillow Toss to secure denies and last hits from range
  • Tag Along your lane partner to sustain through trades
  • Stay near ally for Lil Helpers spirit resist aura
  • Rem's bullets auto-lock heads - use this for poke, not trading
  • Farm subway tunnels for safe soul boxes

8-Minute Timing: Send Lil Helpers to take Sinner's Sacrifice. This is a pivotal competitive moment.

Mid Game (9-20 min)

  • Pre-attach to carry with Tag Along before fights
  • Open fights with Pillow slow for team follow-up
  • Save Naptime for high-value targets or counter-engage
  • Ward allies aggressively with Guardian Ward
  • Farm subway between fights - exclusive resource domain

Urn Contest: Naptime pierces walls. Position in subway tunnel below urn to sleep enemies from safety.

Late Game (20+ min)

  • With T3 Tag Along: attach → hop off → carry has +35 Spirit Power for 10s
  • Naptime through walls for mid boss contests
  • Divine Barrier cleanses DOTs and CC from carries
  • Curse priority targets (Haze ulting, Wraith channeling, etc.)
  • Multiple Pillow charges create constant disruption

Team Fight Positioning

           [ENEMY TEAM]
               |
          Pillow Zone (40m)
               |
    [FRONTLINE] ← Tag Along target
         |
       [REM] ← Stay behind, throw pillows
         |
    [BACKLINE]
  1. Attach to frontline carry before fight
  2. Throw pillows from safety (40m range)
  3. Save Naptime for clutch moments
  4. Divine Barrier anyone getting focused
  5. Curse enemy carry when they commit

Synergies

Best Lane Partners

  • Aggressive melee carries (Shiv, Abrams) - Tag Along sustain enables dives
  • Spirit carries (Pocket, Seven) - T3 Tag Along buff is massive

Best Team Combos

  • Lash: Ground Strike → Naptime follow-up for guaranteed sleep
  • Seven: Sustain for Storm Cloud channel, sleep enemies in ult
  • Abrams: Shoulder Charge → Pillow Toss → Naptime chain CC
  • Kelvin: Dome + Naptime = death zone

Mid Boss Team Comps

  • Rem + burst damage = sleep into coordinated damage
  • Rem + tanky frontline = wall-pierce ult while team holds pit

Counter-Play Awareness

Rem is Weak Against

Enemy Threat Counter-Play
Haze Bullet Dance deals ~2000 damage over 4s Curse to cancel, Divine Barrier ally
Wraith Burst combo deletes 650 HP Pre-position, Tag Along escape
Silence heroes Can't Tag Along escape Buy Unstoppable if constant issue
AoE damage Hits Rem while attached Divine Barrier yourself

Rem is Strong Against

Enemy Why Strong
Sustained damage Tag Along out-heals their DPS
Slow engagers Pillow kites with knockback and slow
No-burst teams Can't punish 650 HP pool

Competitive Notes

Tier: S-tier support (top pick/ban priority)

Rem is currently the best support in Deadlock:

  • Better lane than Kelvin (gun auto-lock + decent early DPS)
  • Best mid boss contest in game (wall-pierce ult)
  • 8-minute Sinner control via Lil Helpers
  • Exclusive subway resource domain
  • T3 Tag Along = Boundless Spirit effect for carries

Recent Meta: Viscous cube can no longer cleanse Naptime sleep. Enemies must use Divine Barrier or Unstoppable to counter - this is an indirect Rem buff.

Seven Build Guide: Storm Sovereign

Hero Overview

Seven is a Mystic specializing in area denial and team fight control. His kit revolves around zone control with Lightning Ball, a delayed stun with Static Charge, multi-target damage with Power Surge, and the devastating team-wiping Storm Cloud ultimate.

Current Meta Position: Seven is one of the weaker heroes in the current meta, hit hard by spirit investment nerfs. However, with proper itemization focused on survivability during Storm Cloud channel, he can still dominate late-game team fights.

Base Stats

Stat Value
Health 700 (+41/boon)
DPS 63 (low)
Bullet Damage 10.81 (+0.374/boon)
Fire Rate 5.83/s
Ammo 29 rounds
Reload 2.35s
Move Speed 6.7 m/s

Playstyle Summary

  • Damage Type: Spirit (abilities scale heavily with Spirit Power)
  • Role: Zone control, team fight initiator/damage
  • Power Curve: Weak early, scales into late-game monster
  • Win Condition: Land multi-hero Storm Clouds in team fights

Abilities

[1] Lightning Ball

Stat Base T1 T2 T3
DPS 75 - - +58.5
Duration 5s - - -
Radius 4.25m - - +1.5m
Cooldown 26s +1 Charge +35% Slow -

Upgrade Priority: T1 first for charge, T3 for damage scaling.

[2] Static Charge

Stat Base T1 T2 T3
Damage 35 - - -
Stun 0.9s - - +0.9s
Radius 5m - +7m -
Cooldown 42s -19s - -

Upgrade Priority: T1 essential for cooldown, T3 for 1.8s total stun.

[3] Power Surge

Stat Base T1 T2 T3
Damage 10 - - +11
Duration 10s - - -
Radius 10m - - +3 Jumps
Cooldown 48s -15s -10% Spirit Resist -

Upgrade Priority: T1 for cooldown, T2 for spirit shred, T3 for damage.

[4] Storm Cloud (Ultimate)

Stat Base T1 T2 T3
DPS 71 - - +49
Duration 7s - +7s -
Radius 30m - +10m Movable
Cooldown 180s +35% Bullet Resist - -
Channel Yes - - -

Upgrade Priority: T1 > T2 > T3. All upgrades are critical.

Ability Upgrade Order

  1. Level 1-6: Lightning Ball T1, Static Charge T1, Power Surge T1, Storm Cloud
  2. Level 7-15: Storm Cloud T1 → T2, Power Surge T2 → T3
  3. Level 16+: Static Charge T3, Storm Cloud T3, Lightning Ball T3

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Monster Rounds Weapon 800 Farm efficiency (+25% vs NPCs)
Extra Regen Vitality 800 Lane sustain (+3 HP regen)
Extra Spirit Spirit 800 Ability scaling (+10 Spirit)
Sprint Boots Vitality 800 Map rotation (+2 sprint speed)
Mystic Burst Spirit 800 Burst damage (+40 on abilities)

Early Game Total: 4,000 souls

Lane Phase Strategy:

  • Seven's lane is weak. Focus on wave clear with Lightning Ball.
  • Don't trade aggressively - your gun DPS (63) is among the lowest.
  • Use Power Surge to farm jungle camps efficiently.
  • Hit 3.6k souls ASAP for ultimate unlock - this is your power spike.

Mid Game (4k-15k souls)

Item Category Cost Purpose
Spirit Lifesteal Vitality 1,600 Sustain (+16% vs heroes, +70 HP)
Suppressor Spirit 1,600 Enemy debuff (-28% fire rate)
Improved Spirit Spirit 1,600 Scaling (+18 Spirit, +75 HP)
Duration Extender Spirit 1,600 Storm Cloud duration (+22%)
Superior Duration Spirit 3,200 Storm Cloud to 9s channel (+28%)
Toxic Bullets Weapon 3,200 Anti-tank/sustain (2% max HP bleed)

Mid Game Total: 12,800 souls

Mid Game Strategy:

  • Sell Monster Rounds when you need the slot (around 10-12k souls).
  • Superior Duration is your most important item - imbue it on Storm Cloud.
  • Use Static Charge → Lightning Ball → Power Surge combo to set up kills.
  • Always have Storm Cloud ready before major objectives (urn, mid-boss).

Late Game (15k+ souls)

Item Category Cost Purpose
Diviner's Kevlar Vitality 6,400 +1,000 barrier on ult, +35 Spirit
Boundless Spirit Spirit 6,400 +35 Spirit, +15% Spirit Power
Unstoppable Vitality 6,400 CC immunity during channel
Escalating Exposure Spirit 6,400 +54% Spirit amp (12 stacks)

Late Game Total: 25,600 souls

Late Game Strategy:

  • Diviner's Kevlar + Unstoppable = protected Storm Cloud channel.
  • Pop Unstoppable BEFORE channeling Storm Cloud to prevent interrupts.
  • Escalating Exposure stacks rapidly during Storm Cloud for exponential damage.
  • Position for multi-hero ultimates - one good Storm Cloud wins team fights.

Category Investment Summary

Full Build (Core 18 items)

Item Category Cost
Monster Rounds Weapon 800
Toxic Bullets Weapon 3,200
Extra Regen Vitality 800
Sprint Boots Vitality 800
Spirit Lifesteal Vitality 1,600
Diviner's Kevlar Vitality 6,400
Unstoppable Vitality 6,400
Extra Spirit Spirit 800
Mystic Burst Spirit 800
Duration Extender Spirit 1,600
Suppressor Spirit 1,600
Improved Spirit Spirit 1,600
Superior Duration Spirit 3,200
Boundless Spirit Spirit 6,400
Escalating Exposure Spirit 6,400
Category Total Spent 4.8k Bonus
Weapon 4,000 ✗ (need 800 more for +18% Weapon Damage)
Vitality 16,000 ✓ +203 Health
Spirit 22,400 ✓ +19 Spirit Power

Note: Weapon threshold is intentionally skipped. Seven's gun damage is irrelevant - invest in Spirit and Vitality instead. If you want the 4.8k weapon bonus, add Fleetfoot (1,600) for mobility during Storm Cloud.


Upgrade Paths

Items that upgrade into other items (don't waste components):

T1/T2 Item Cost Upgrades Into Cost
Extra Spirit 800 Improved Spirit 1,600
Improved Spirit 1,600 Boundless Spirit 6,400
Duration Extender 1,600 Superior Duration 3,200
Mystic Vulnerability 1,600 Escalating Exposure 6,400
Sprint Boots 800 Enduring Speed 1,600
Spirit Lifesteal 1,600 Infuser 6,400

Upgrade Strategy:

  1. Buy Extra Spirit early → upgrades to Improved Spirit → Boundless Spirit
  2. Buy Duration Extender → Superior Duration (core item)
  3. Buy Mystic Vulnerability mid-game if enemies build spirit resist → Escalating Exposure
  4. Don't upgrade Sprint Boots unless you need slow resistance

Imbued Ability Assignments

Superior Duration (+28% duration) → Storm Cloud

  • Base duration: 7s → 9s with Superior Duration
  • With T2 upgrade (14s base) → 17.9s channel time
  • This is mandatory - Storm Cloud benefits most from extended duration

Duration Extender (+22% duration) → Storm Cloud

  • Component of Superior Duration
  • Same ability imbue - stacks additively

Alternative: Duration Extender → Power Surge

  • If running a hybrid gun build
  • Extends shock bounces duration from 10s to 12.2s

Situational Items

vs Spirit-Heavy Enemies (Infernus, Seven, Pocket)

Item Cost Purpose
Counterspell 3,200 Parry spirit abilities, +20 Spirit on success
Ethereal Shift 6,400 Invincibility + spirit resist
Reactive Barrier 1,600 Auto-barrier on CC

vs Gun-Heavy Enemies (Haze, Wraith, Grey Talon)

Item Cost Purpose
Metal Skin 3,200 5s bullet immunity during Storm Cloud
Warp Stone 3,200 Teleport + 30% bullet resist
Colossus 6,400 35% bullet resist active

vs Heavy CC (Dynamo, Kelvin, Lash)

Item Cost Purpose
Unstoppable 6,400 CC immunity (already in core build)
Reactive Barrier 1,600 Auto-barrier on stun
Debuff Reducer 1,600 -35% debuff duration

vs Heavy Healing (Abrams, Lady Geist, Ivy)

Item Cost Purpose
Healbane 1,600 -35% healing from spirit damage
Toxic Bullets 3,200 -30% healing from bullets (core item)
Spirit Burn 6,400 -70% healing reduction (overkill, usually not needed)

Decision Tree

                    START FIGHT
                         |
              Do you have Storm Cloud?
                    /         \
                 NO            YES
                  |              |
         Farm/Wait for CD    Enemies grouped?
                               /         \
                            NO           YES
                             |             |
                   Use Lightning Ball    Check Unstoppable CD
                   + Static Charge         /        \
                   for picks           DOWN        UP
                                        |           |
                                  Wait/Kite    Pop Unstoppable
                                  for CD       → Storm Cloud
                                                    |
                                           Hit 2+ enemies?
                                              /      \
                                           NO        YES
                                            |          |
                                      Disengage    COMMIT
                                      (wasted)     (team fight won)

Items NOT to Buy

Siphon Bullets (6,400 - Vitality)

Why it's bad: Seven's fire rate is 5.83/s - one of the slowest in the game. Siphon Bullets requires consistent hits to stack. With Seven's poor gun, you'll build stacks slowly and lose 2 stacks every death. For the same cost, Spirit Lifesteal + Improved Spirit gives you more sustain AND scaling.

Spirit Burn (6,400 - Spirit)

Why it's situational at best: While Seven CAN proc the 500 damage threshold with Storm Cloud, the 20s cooldown means you only get one explosion per fight. The -70% healing reduction is redundant if you already have Toxic Bullets + Healbane. Only buy this if facing 3+ heavy healing heroes AND you have all core items.

Refresher (6,400 - Spirit)

Why it's a trap: Storm Cloud has 180s cooldown. Refresher has 300s cooldown. You cannot double-ult in a single fight. The math doesn't work. Buy literally any other T4 item instead.

Rapid Recharge (3,200 - Spirit)

Why it's mediocre: +2 charges is nice for Lightning Ball, but Seven doesn't have charge-based abilities that benefit from this. The 14% CDR on charged abilities doesn't affect Storm Cloud. Superior Duration is always better at the same price point.

Torment Pulse (3,200 - Spirit)

Why it's weak: 27 DPS in a 9m radius sounds good on paper, but you're already dealing 71-120 DPS in a 30-40m radius with Storm Cloud. The small radius means enemies must be close - Seven wants to stay at medium range while channeling.


Game Phase Strategy

Lane Phase (0-8 min)

  • Farm safely with Lightning Ball on waves
  • Max Power Surge first for jungle clear
  • Get one point in Lightning Ball for the extra charge (T1)
  • Don't force trades - Seven loses most 1v1s
  • Rotate to teammate's lane for Static Charge → Lightning Ball combos
  • Back at 3,600 souls for ultimate unlock + items

Mid Game (8-20 min)

  • Always have Storm Cloud ready for objectives
  • Static Charge into grouped enemies → Storm Cloud is your combo
  • Use Power Surge before fights start for the shock damage
  • Farm jungle with Power Surge bounces
  • Position near chokes and enclosed spaces for maximum Storm Cloud value
  • Urn fights are your strength - enemies forced to clump

Late Game (20+ min)

  • You are the team fight. One good Storm Cloud = won fight.
  • Never initiate without Unstoppable available
  • Combo: Unstoppable → Diviner's Kevlar procs → Storm Cloud
  • Static Charge forces enemies to scatter OR eat 1.8s stun during your ult
  • Stay alive. Your 180s cooldown is the team's win condition.

Team Fight Positioning

  • Start fights from unexpected angles (side, above)
  • Use Majestic Leap or Warp Stone to reposition before channeling
  • Channel from high ground when possible - harder to interrupt
  • Lightning Ball THEN Storm Cloud for damage overlap
  • Call target for Static Charge so team can follow up

Matchup Notes

Favorable Matchups

  • Grouped team comps: Seven punishes teams that stack
  • Low mobility comps: Can't escape Storm Cloud radius
  • Melee-heavy comps: Must walk into Lightning Ball zones

Unfavorable Matchups

  • Silences/Interrupts: Haze (Sleep Dagger), Kelvin (Dome), Lash (Death Slam)
  • High mobility: Lash, Vindicta, Grey Talon can escape Storm Cloud
  • Long range: Vindicta, Grey Talon can hit you while you channel

Counter-Play Awareness

  • Enemy Kelvin: His dome interrupts your channel. Buy Unstoppable or wait for his CD.
  • Enemy Haze: Sleep Dagger stops channel. Stay at max range, use Static Charge preemptively.
  • Enemy Lash: Death Slam pulls you. Time Unstoppable carefully.
  • Enemy Silence Wave: 3s silence. Pop Unstoppable BEFORE channeling if they have it.

Build Variants

Green Seven (Recommended)

Focus on surviving long enough to channel Storm Cloud. This guide covers this build.

  • Core: Diviner's Kevlar, Unstoppable, Spirit Lifesteal
  • Strength: Reliable, consistent team fight presence
  • Weakness: Lower peak damage

Full Spirit Seven

Maximum damage, glass cannon approach.

  • Core: Boundless Spirit, Escalating Exposure, Infuser
  • Strength: Storm Cloud deals obscene damage
  • Weakness: Dies before completing channel

Gun Hybrid Seven

Uses Toxic Bullets + Power Surge for sustained damage.

  • Core: Toxic Bullets, Kinetic Dash, Burst Fire
  • Strength: Consistent damage outside of ult
  • Weakness: Worse Storm Cloud, worse team fights

Shiv Build Guide: Spirit Bleed Brawler

Author: AI Build Assistant Updated: 2026-02-05 Patch: Current Win Rate Reference: 52% (Tracklock, 458 matches)


Hero Overview

Shiv is a Brawler/Assassin who excels at aggressive trades and execute kills. His unique Rage mechanic empowers abilities at full stacks, and Bloodletting lets him defer damage to survive risky dives. This build maximizes bleed damage through spirit scaling while leveraging his inherent tankiness.

Core Stats

Stat Value
Health 800 (+45/boon)
Stamina 3
Weapon DPS 52.2 (6 pellets)
Ammo 10 rounds
Fire Rate 1.81/s
Falloff Range 19.8m - 41.2m

Damage Profile

  • 21% Physical / 49% Weapon / 49% Spirit (hybrid)
  • Primary damage from Serrated Knives bleed stacking
  • Execute kills with Killing Blow at 20-25% HP threshold

Ability Data

Ability Base Scaling Cooldown Key Stats
[1] Serrated Knives 28 dmg ×0.22 spirit 16s 2 charges, 4 DPS bleed/stack
[2] Slice and Dice 75 dmg ×1.44 spirit 15s 12m dash
[3] Bloodletting 25% defer - 20s 40% cleared on activate
[4] Killing Blow 200 dmg - 105s 20% HP execute threshold

Ability Upgrade Priority

Level 1-3:  [1] Knives T1 → [2] Dash → [3] Bloodletting
Level 4-6:  [4] Ultimate → [3] Bloodletting T1
Level 7+:   [1] Knives T2 → [3] Blood T2 → [1] Knives T3 → [4] Ult T2

Priority Order: Serrated Knives > Bloodletting > Killing Blow > Slice and Dice

Upgrade Effect Priority
Knives T1 +1 Charge (3 total) HIGH - Core for bleed stacking
Knives T2 +2s Duration (7s total) HIGH - More bleed ticks
Knives T3 +30 Impact, +5.5 Bleed DPS HIGH - Major damage spike
Bloodletting T1 -10s CD (10s total) HIGH - Always available
Bloodletting T2 +15% Deferred (40%/55%) HIGH - Massive survivability
Bloodletting T3 85% Cleared Medium - Diminishing returns
Killing Blow T2 +5% Threshold (25%), +6% Rage bonus HIGH - Easier executes
Killing Blow T3 Reset on kill Luxury - Multi-kill potential

Rage Mechanic

Rage builds by dealing damage. At full rage (10 stacks), Shiv gains:

  • +15% bonus damage (21% with ult T2)
  • Knives ricochet and apply 35% slow
  • Slice and Dice creates a damage echo
  • Bloodletting defers additional 15% damage
Damage Type Rage per Damage
Weapon 0.0159
Spirit 0.0145
Light Melee 1.557/hit
Heavy Melee 2.854/hit

Rule of thumb: ~18 point-blank shots OR 4-7 melee attacks to max rage.


Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Restorative Shot Weapon 800 Lane sustain, easy shotgun proc
Extra Charge Spirit 800 3rd knife charge
Sprint Boots Vitality 800 Movement for trades
Healbane Vitality 1,600 Anti-heal, 275 HP on kill

Early Total: 4,000 souls

Lane Strategy:

  • Restorative Shot procs easily with shotgun spread - heals 50 HP every 6s
  • 3 knife charges lets you stack bleed aggressively
  • Rush 4.8k spirit investment (per together's recommendation)
  • Shiv's inherent tankiness from Bloodletting means you DON'T need early vitality items

Mid Game (4k-15k souls)

Item Category Cost Purpose
Improved Spirit Spirit 1,600 +18 Spirit Power, +75 HP
Spirit Lifesteal Vitality 1,600 16% Spirit LS, bleed heals you
Enduring Speed Vitality 1,600 +2 Move Speed, 25% slow resist
Warp Stone Vitality 3,200 11m teleport, +30% bullet resist
Rapid Recharge Spirit 3,200 +2 charges (5 total), -14% CDR

Mid Game Total: 11,200 souls (cumulative: 15,200)

Power Spike at 8k:

  • Ultimate online, Rage mechanic active
  • Spirit Lifesteal turns bleed into sustain
  • Warp Stone provides gap close + bullet resist for 6s

Choose ONE mobility item:

┌─ Aggressive/Ahead ─→ Warp Stone (3,200)
│   • 11m teleport for chase
│   • +30% bullet resist for 6s
│   • Better for diving
│
└─ Passive/Behind ──→ Veil Walker (3,200)
    • 7s stealth from veils
    • 85 HP heal on veil
    • Better for flanks/picks

Late Game (15k+ souls)

Item Category Cost Purpose
Escalating Exposure Spirit 6,400 +4.5% Spirit Amp/stack (54% max)
Boundless Spirit Spirit 6,400 +35 Spirit, +15% Spirit Power
Leech Vitality 6,400 30% Spirit + Bullet Lifesteal

Late Game Flex (pick 1-2):

Item Category Cost When
Colossus Vitality 6,400 Need teamfight tankiness
Phantom Strike Vitality 6,400 Chasing mobile targets
Unstoppable Vitality 6,400 Against heavy CC
Refresher Spirit 6,400 Need double ult in crucial fight

Category Investment Summary

Core Build (8 items)

Item Category Cost
Restorative Shot Weapon 800
Rapid Recharge Spirit 3,200
Healbane Vitality 1,600
Spirit Lifesteal Vitality 1,600
Boundless Spirit Spirit 6,400
Warp Stone Vitality 3,200
Escalating Exposure Spirit 6,400
Leech Vitality 6,400
Category Total Spent 4.8k Bonus
Weapon 800 ✗ (intentional - Spirit scales better)
Vitality 12,800 ✓ +203 Health
Spirit 16,000 ✓ +19 Spirit Power

Note: Weapon category is intentionally skipped. Shiv's bleed damage scales with Spirit Power, not weapon damage. Investing 4.8k in Weapon would waste souls on inferior scaling.


Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Extra Charge 800 Rapid Recharge 3,200
Extra Spirit 800 Improved Spirit 1,600
Improved Spirit 1,600 Boundless Spirit 6,400
Sprint Boots 800 Enduring Speed 1,600
Mystic Vulnerability 1,600 Escalating Exposure 6,400
Bullet Lifesteal 1,600 Leech 6,400
Spirit Lifesteal 1,600 Leech 6,400
Extra Health 800 Colossus 6,400
Debuff Reducer 1,600 Unstoppable 6,400

Upgrade Strategy:

  1. Buy Extra Charge early → sits in inventory until upgraded to Rapid Recharge
  2. Improved Spirit → Boundless Spirit is your biggest power spike
  3. Spirit Lifesteal is a component of Leech - keep it!

Imbued Ability Assignments

The core build does not include imbued items. If you add situational imbued items:

Superior Duration (3,200 - if purchased):

  • Imbue Serrated Knives (1) - 5s bleed → 6.4s (28% more total damage)
  • Alternative: Imbue Bloodletting for longer deferral window

Surge of Power (3,200 - if purchased):

  • Imbue Slice and Dice (2) - +24 Spirit Power to dash damage
  • Grants move speed after dash for better chase

Full Build Paths

Standard Spirit Bleed (Recommended)

Early:    Restorative Shot → Extra Charge → Sprint Boots → Healbane
Mid:      Improved Spirit → Spirit Lifesteal → Warp Stone → Rapid Recharge
Late:     Boundless Spirit → Escalating Exposure → Leech
Flex:     Colossus / Phantom Strike / Decay

Total Cost: ~35,000 souls

Anti-Heal Focus (vs Heavy Sustain)

Early:    Restorative Shot → Extra Charge → Healbane
Mid:      Improved Spirit → Spirit Lifesteal → Decay → Warp Stone
Late:     Rapid Recharge → Escalating Exposure → Boundless Spirit

Healbane (-35%) + Decay (-45%) = massive healing reduction stack

Max Survivability (vs Burst Comps)

Early:    Restorative Shot → Extra Charge → Extra Health
Mid:      Healbane → Spirit Lifesteal → Fortitude → Warp Stone
Late:     Colossus → Leech → Escalating Exposure

Bloodletting + Fortitude + Colossus = nearly unkillable in extended fights


Situational Items

vs Spirit-Heavy Comps

Item Cost Why
Spirit Resilience 3,200 +30% resist, +22% more when <40% HP
Witchmail 6,400 +20% Spirit Resist, CD recovery on spirit hits

vs Gun-Heavy Comps

Item Cost Why
Bullet Resilience 3,200 +30% resist, +22% more when <40% HP
Return Fire 1,600 60% bullet damage reflected, +8% resist

vs Heavy CC

Item Cost Why
Debuff Reducer 1,600 25% status resist
Dispel Magic 3,200 Cleanse + 250 HP heal
Unstoppable 6,400 5.5s CC immunity

vs Healing/Sustain

Item Cost Why
Healbane 1,600 Already core - -35% healing
Decay 3,200 -45% healing, % current HP damage

Items NOT to Buy

Toxic Bullets (3,200 - Weapon)

Actual stats: 2% Max HP bleed for 4s, -30% healing reduction

Why it's bad for Shiv:

  • Serrated Knives already applies superior bleed damage
  • Healbane already provides anti-heal on spirit damage
  • 3,200 souls in Weapon category doesn't help spirit scaling
  • Redundant effect wastes an item slot

Siphon Bullets (6,400 - Vitality)

Actual stats: 6% lifesteal per stack (max 7 = 42%), stacks lost on death

Why it's bad for Shiv:

  • Leech gives 30% flat lifesteal + 30% spirit lifesteal, no stack risk
  • Same cost, Leech is better in every scenario
  • Shiv dives aggressively - you WILL die and lose stacks

Ethereal Shift (6,400 - Spirit)

Actual stats: 4s invulnerability, +30% Spirit Resist, +20 Spirit Power after

Why it's bad for Shiv:

  • Bloodletting IS your defensive tool - use it
  • 6,400 souls better spent on damage scaling
  • Invuln cancels any active ability (including Killing Blow leap)
  • The 4s float is too slow for Shiv's aggressive playstyle

Metal Skin (3,200 - Vitality)

Actual stats: 5s bullet immunity, -1.5 Move Speed, -20% Dash during active

Why it's bad for Shiv:

  • Movement penalty destroys your chase potential
  • Warp Stone gives +30% bullet resist without downsides
  • Bloodletting already handles burst through deferral

Game Phase Strategy

Lane Phase (0-8 min)

Trading Philosophy:

  1. Build rage by shooting enemies and troopers
  2. At full rage, engage with Slice and Dice
  3. Stack Serrated Knives (ricochet at full rage)
  4. Use Bloodletting to survive counter-trade
  5. Execute with Killing Blow at 25% HP

Key Timings:

  • 3.6k souls: Ultimate unlocks, Rage mechanic active
  • Rush 4.8k spirit to maximize bleed scaling early
  • Get Bloodletting T1 ASAP for 10s cooldown

Matchup Notes:

  • Strong against: Squishy targets, low-sustain heroes
  • Weak against: Heavy CC (stuns before Bloodletting), long-range poke

Mid Game (8-20 min)

Objectives:

  • Contest urns with Warp Stone engage
  • Dive backline carries with Bloodletting active
  • Stack bleed on grouped enemies during fights
  • Look for execute kills to snowball

Power Spike at ~8k: With Spirit Lifesteal + Warp Stone:

  • Teleport into fight
  • Bloodletting active
  • Bleed stacks heal you through Spirit Lifesteal
  • Execute low targets

Map Movement:

  • Use spreadshot recoil for mobility (jump + alt-fire)
  • Veil Walker provides stealth flanks if purchased
  • Prioritize fights near veils for escape options

Late Game (20+ min)

Team Fight Role:

  1. Wait for frontline to engage
  2. Warp Stone to backline carry
  3. Bloodletting → full combo → execute
  4. Leech sustains through continued fighting

With Refresher (if purchased):

  • Double Killing Blow in crucial fights
  • Can execute two priority targets
  • 300s cooldown - save for Patron fights

Scaling: At 77+ Spirit Power with Escalating Exposure stacks:

  • Each knife bleed tick: ~95 damage per stack
  • Full stack bleed (5-7 stacks): 570-878 DPS
  • Execute threshold effectively becomes ~35% HP due to bleed ticks

Decision Tree: Situational Item Selection

START: What's killing you?

├─ Spirit Damage (Seven, Infernus, Pocket)
│   ├─ Burst Spirit ──→ Spirit Resilience (3,200)
│   └─ Sustained Spirit ──→ Witchmail (6,400)
│
├─ Gun Damage (Haze, Wraith, Vindicta)
│   ├─ Fed Gun Carry ──→ Bullet Resilience (3,200)
│   └─ Multiple Guns ──→ Return Fire (1,600)
│
├─ Crowd Control (Dynamo, Lash, Mo & Krill)
│   ├─ Single CC Ability ──→ Debuff Reducer (1,600)
│   ├─ DOTs/Debuffs ──→ Dispel Magic (3,200)
│   └─ Chain CC ──→ Unstoppable (6,400)
│
└─ Heavy Healing (Abrams, Lady Geist)
    ├─ Core already has Healbane
    └─ Add Decay (3,200) for -45% more

Quick Reference

Buy Order Cheat Sheet

Lane:   Restorative Shot → Extra Charge → Sprint Boots → Healbane
4.8k:   Improved Spirit (spirit threshold hit)
8k:     Spirit Lifesteal + Warp Stone
12k:    Rapid Recharge + Enduring Speed
20k:    Boundless Spirit + Escalating Exposure
Full:   Leech + Flex T4

Combo Sequence

1. Build Rage (shoot/melee)
2. Warp Stone in (or Veil Walker flank)
3. Bloodletting (before taking damage)
4. Serrated Knives ×3-5 (stack bleed)
5. Slice and Dice through target
6. Killing Blow at 25% HP

Key Bindings Reminder

  • Alt-fire (spreadshot): Recoil mobility
  • Parry: Reset bleed knife timer if caught
  • Heavy melee: 2.85 rage per hit - use it!

Silver Build Guide: Lycan Brawler

Hero: Silver Role: Melee Brawler / Transformation Carry Difficulty: Medium-High Build Win Rate: ~55% (tracklock.gg data)

Hero Overview

Silver is a shotgun marksman with a unique werewolf transformation mechanic. Her playstyle revolves around surviving the weak early game to reach her 3.6k soul power spike, where Lycan Curse makes her the tankiest and fastest hero in Deadlock.

Core Stats

Stat Value
Health 725 (+29/boon)
Stamina 2
Move Speed 6.7 m/s
DPS 43 (7 pellets x 5.5)
Fire Rate 1.11/s
Ammo 6 shells
Falloff 16m-45.72m

Critical Insight: The 3.6k Power Spike

Per PoshyPop's analysis (Rank 1 NA), at ultimate unlock Silver becomes:

  • Tankiest hero in the game - more HP than Mo and Krill at same boons
  • Fastest hero in the game - 8.7 m/s base (11.7 with T2)
  • 113-301% soul value increase from resist stats + fire rate stacks

This advantage holds until approximately boon 16. Play safe until 3.6k, then dominate.

Abilities

[1] Slam Fire

Stat Value
Cooldown 22s
Fire Rate +300%
Current HP Damage 4%
Accuracy -25%
Max Shots 3

Upgrades:

  • T1: +15% Weapon Damage
  • T2: -7s Cooldown
  • T3: +8% Current HP per stack (max 3 stacks = 28% total)

[2] Boot Kick

Stat Value
Cooldown 21s
Damage 0.9x melee + 25 (+1.0 spirit)
Mark Duration 3s
Knockback 300 force

Upgrades:

  • T1: -6s Cooldown (PRIORITY)
  • T2: +2 Stamina on hero hit
  • T3: +80 damage, -35% damage debuff for 5s

[3] Entangling Bola

Stat Value
Cooldown 20s
Damage 40 (+1.0 spirit)
Slow -20%
Duration 1.5s

Upgrades:

  • T1: +25% slow (total -45%)
  • T2: +0.75s duration
  • T3: Ricochets to 2 targets, -5s cooldown

[4] Lycan Curse (THE KEY ABILITY)

Stat Base With T1 With T2
Cooldown 35s 35s 35s
Duration 15s 15s 15s
Bonus HP +100 +100 +225
Move Speed +2 m/s +2 m/s +5 m/s
Bullet Resist +20% +35% +35%
Spirit Resist +20% +35% +35%
Fire Rate +80% +80% +80%
Headshot Resist -20% -20% -20%
Missing HP Heal 30% 30% 30%

Transformed Abilities:

  • Go For The Throat [1]: 75 damage + 6% missing HP, 40% lifesteal, 6.5s CD
  • Mauling Leap [2]: 95 damage + DOT, -8% bullet resist debuff, 16s CD
  • Tail Whack [3]: 45 spirit damage, 2.5s disarm, 18s CD

Upgrade Priority (Lightbringer Method)

  1. Boot Kick T1 (1 point) - 25% CDR = more gap closes
  2. Slam Fire T1 (1 point) - +15% weapon damage
  3. Slam Fire T2 (2 points) - -7s cooldown
  4. Slam Fire T3 (5 points) - Stacking HP% damage
  5. Lycan Curse T1 (~11k souls) - 35%/35% resists
  6. Lycan Curse T2 (~15k souls) - +5 m/s, +225 HP
  7. Boot Kick T2 + T3 - Stamina and damage debuff
  8. Entangling Bola - Last priority

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Melee Lifesteal Vitality 800 Sustain, upgrades to Lifestrike
Extra Regen Vitality 800 Lane sustain, upgrades to Healing Booster
Extra Health Vitality 800 Survivability, upgrades to Colossus
Monster Rounds Weapon 800 Farm speed (SELL LATER)
Sprint Boots Vitality 800 Mobility, component of Enduring Speed

Early Game Total: 4,000 souls

Lane Phase Strategy:

  • Play SAFE - Silver's lane is weakest in the game
  • Cannot secure minion then soul orb (fire rate too slow)
  • Buy greens for survivability
  • Let waves come to you
  • Goal: Survive to 3,600 souls for ult unlock

Mid Game (4k-15k souls)

Item Category Cost Purpose
Lifestrike Vitality 3,200 Core sustain, 50% melee lifesteal + 160 flat
Healing Booster Vitality 1,600 +20% heal amp on all sources
Kinetic Dash Weapon 1,600 +25% fire rate, +1 stamina
Hunter's Aura Weapon 3,200 -24% bullet resist vs single target
Toxic Bullets Weapon 3,200 2% max HP bleed, -30% healing
Enduring Speed Vitality 1,600 +2 m/s, slow resistance

Mid Game Total: 14,400 souls

Mid Game Strategy:

  • Transform immediately when ready
  • Spam rotation: Boot Kick → Bola → Go For Throat → Mauling Leap
  • Tower dive with impunity - you can 1v2 under tower while transformed
  • Heavy melee extends wolf form by 1.5s per hit

Late Game (15k+ souls)

Item Category Cost Purpose
Frenzy Weapon 6,400 +28% fire rate, +30% spirit resist below 50% HP
Colossus Vitality 6,400 +15% base HP, 35%/35% resist active
Inhibitor Vitality 6,400 -35% enemy damage, -40% heal reduction

Late Game Total: 19,200 souls (33,600 full build)

Late Game Strategy:

  • Colossus active stacks with Lycan resists for massive tankiness
  • Frenzy procs naturally as you fight at low HP
  • Inhibitor shuts down enemy carries

Situational Items

vs Spirit-Heavy (Seven, Infernus, Pocket):

Item Category Cost Purpose
Spirit Resilience Vitality 3,200 +30% resist, +52% below 40% HP
Dispel Magic Vitality 3,200 Cleanse DOTs, +16% resist

vs Gun-Heavy (Haze, Wraith, Grey Talon):

Item Category Cost Purpose
Warp Stone Vitality 3,200 +30% bullet resist, gap close
Metal Skin Vitality 3,200 Bullet immunity active

vs Heavy CC (Mo & Krill, Dynamo):

Item Category Cost Purpose
Unstoppable Vitality 6,400 5.5s CC immunity
Reactive Barrier Vitality 1,600 Auto barrier on stun

Flex Options:

Item Category Cost Purpose
Point Blank Weapon 3,200 +50 weapon power, 25% slow at 15m
Silencer Weapon 6,400 Build to 2.5s silence (53% WR)
Crushing Fists Weapon 6,400 Melee shred + stun

Category Investment Summary

Core Build (8 items)

Item Category Cost
Lifestrike Vitality 3,200
Healing Booster Vitality 1,600
Enduring Speed Vitality 1,600
Colossus Vitality 6,400
Kinetic Dash Weapon 1,600
Hunter's Aura Weapon 3,200
Toxic Bullets Weapon 3,200
Frenzy Weapon 6,400
Category Total Spent 4.8k Bonus
Weapon 14,400 ✓ +18% Weapon Damage
Vitality 12,800 ✓ +203 Health
Spirit 0 ✗ Not needed - Silver scales with gun/melee

Note: Spirit category intentionally skipped. Silver's abilities have minimal spirit scaling. Wolf form scales with fire rate and weapon damage, not spirit power.

Upgrade Paths

Items that upgrade into other items:

T1/T2 Item Cost Upgrades Into Cost
Melee Lifesteal 800 Lifestrike 3,200
Extra Regen 800 Healing Booster 1,600
Extra Health 800 Colossus 6,400
Sprint Boots 800 Enduring Speed 1,600
Extra Stamina 800 Kinetic Dash 1,600
Close Quarters 800 Point Blank 3,200

Upgrade Strategy:

  1. Rush Melee Lifesteal → Lifestrike (core sustain)
  2. Extra Regen → Healing Booster (amplifies all healing)
  3. Extra Health sits until late game Colossus
  4. Sprint Boots → Enduring Speed for slow resistance

Imbued Ability Assignments

This build does not include imbued items. Silver benefits more from raw stats than ability modifications.

If you add situational imbued items:

Superior Duration (if purchased):

  • Imbue Lycan Curse [4] - extends transformation from 15s to ~19s
  • Alternative: Imbue Entangling Bola [3] - extends root duration

Slowing Hex (if purchased):

  • Imbue Boot Kick [2] - locks down target after gap close

Full Build Paths

Standard Lycan Brawler (Recommended)

Early:     Melee Lifesteal → Extra Regen → Extra Health → Monster Rounds
Mid:       Lifestrike → Healing Booster → Kinetic Dash → Hunter's Aura
Late:      Toxic Bullets → Frenzy → Colossus → Inhibitor

Anti-Spirit Build

Early:     Melee Lifesteal → Extra Regen → Extra Health
Mid:       Lifestrike → Spirit Resilience → Healing Booster → Hunter's Aura
Late:      Frenzy → Dispel Magic → Colossus

Maximum Aggression Build

Early:     Melee Lifesteal → Close Quarters → Extra Stamina
Mid:       Lifestrike → Kinetic Dash → Point Blank → Hunter's Aura
Late:      Toxic Bullets → Crushing Fists → Silencer

Decision Tree

                    LANE PHASE (0-3.6k)
                           |
            [Survive - buy greens, play safe]
                           |
                    GOT ULTIMATE?
                    /            \
                  NO              YES
                  |                |
            [Keep farming]   [Transform and fight]
                               |
                    ENEMY COMP TYPE?
                   /      |       \
              Spirit    Gun     Mixed
                |        |        |
         Spirit Res   Colossus  Standard
         + Frenzy    + Warp    Build
                           |
                    AHEAD OR BEHIND?
                   /               \
               AHEAD              BEHIND
                 |                  |
         Point Blank          Defensive
         Silencer             items first
         Glass Cannon*        Colossus rush

*Only if significantly ahead

Items NOT to Buy

Siphon Bullets (6,400) - TRAP

Actual stats: +15% weapon damage, +10% bullet resist, stacks on hit/kill Why it's bad for Silver:

  • Lose 2 stacks on death
  • Wolf form already has massive sustain from Go For The Throat (40% lifesteal)
  • Vampiric Burst gives +80% lifesteal active for same cost with no death penalty
  • Silver dies a lot early, would constantly lose stacks

Ethereal Shift (6,400) - TRAP

Actual stats: 4s invulnerability, +20 spirit power, +30% spirit resist after Why it's bad for Silver:

  • Cannot perform actions during shift
  • Wolf form transformation is TIME-LIMITED (15s)
  • Using Ethereal Shift wastes precious wolf form duration
  • Better to stay alive through raw tankiness and lifesteal

Boundless Spirit (6,400) - TRAP

Actual stats: +35 spirit power, +15% spirit power, +75 HP Why it's bad for Silver:

  • Silver's abilities have minimal spirit scaling
  • Boot Kick: Only +1.0 spirit ratio
  • Entangling Bola: Only +1.0 spirit ratio
  • Wolf form scales with fire rate and weapon damage
  • Spirit investment gives almost nothing

Glass Cannon (6,400) - RISKY

Actual stats: +80% weapon damage, -15% max HP, +7% fire rate per kill (max 8) Why it's risky for Silver:

  • -15% max HP is brutal with -20% headshot resist in wolf form
  • Skilled snipers will headshot you for massive damage
  • Lose stack on death, and you WILL die sometimes
  • Only buy if significantly ahead and confident

Gameplay Tips

Lane Phase (Pre-3.6k)

  • Silver is the ONLY hero who can't kill minion then secure orb (fire rate too slow)
  • Focus on heavy melee last hits when safe for guaranteed souls
  • Trade only when you have Boot Kick available for escape
  • Back frequently - staying alive is priority over souls

Post-Ultimate (3.6k+)

  • Transform IMMEDIATELY when full bloodlust - don't wait
  • Wolf form rotation: Boot Kick → Bola → Go For Throat → Mauling Leap → Left Click
  • Heavy melee during wolf form extends duration by 1.5s
  • You can tower dive 1v2 - you're that tanky

Team Fights

  • Wait for good engage opportunity
  • Transform preferably at low HP for 30% missing HP heal
  • Hunter's Aura TRIPLES vs single target - focus carries
  • Tail Whack disarm (2.5s) shuts down gun carries

Positioning

  • -20% headshot resist means position to avoid snipers
  • Close range is your friend - shotgun and melee both want 15m or less
  • Use Boot Kick T2 stamina restore for extended chases

Counter-Play Awareness

Your Weaknesses

  • Pre-ultimate Silver is incredibly weak
  • -20% headshot resist in wolf form
  • Only 6 ammo with slow fire rate in human form
  • Boot Kick is only mobility on 21s base cooldown

Who Counters You

  • Grey Talon/Vindicta: Headshot you during transformation
  • Haze: Bullet Dance deals ~2000 damage over 4s - use cover
  • Dynamo: Singularity can trap you during wolf form
  • Seven: Storm Cloud deals sustained damage you can't lifesteal through

Who You Counter

  • Melee heroes (Abrams, Shiv): You out-sustain them in extended fights
  • Low mobility heroes (McGinnis, Ivy): Boot Kick gap close + slow
  • Healing-dependent heroes (Lady Geist): Toxic Bullets + Inhibitor

Build based on tracklock.gg data and PoshyPop's competitive analysis.

Sinclair Build Guide: Bolt Caster

Build Type: Spirit Utility Mage Difficulty: High Playstyle: Long-range poke, area control, ultimate copying

Hero Overview

Sinclair is a versatile Mystic who excels at utility and adaptation. His kit revolves around:

  • Vexing Bolt: Distance-scaling damage poke (60-120 base, doubles with range)
  • Spectral Assistant: Summon for extra DPS + position swap escape
  • Rabbit Hex: AoE hex that amplifies damage by 15-22%
  • Audience Participation: Copy enemy ultimates for 12 seconds

Base Stats

Stat Value Notes
Health 700 (+38/boon) LOW - needs survivability
Stamina 3 Average
Move Speed 7.2 m/s Average
Sprint Speed 8.8 m/s HIGHEST - excellent rotations
DPS 48 Burst fire, projectile
Fire Rate 2.72/s Low - bad for gun items
Ammo 16 Low

Strengths

  • Highest sprint speed in game (8.8 m/s) for rotations
  • Strong long-range poke with Vexing Bolt
  • Excellent setup with Rabbit Hex damage amp
  • Ultimate flexibility through copying enemies
  • Safe positioning with Spectral Assistant swap

Weaknesses

  • Low base HP (700) makes him squishy
  • Burst-fire gun is terrible for sustained DPS
  • Ultimate depends entirely on enemy team comp
  • Complex kit with high skill ceiling

Ability Upgrades

Priority Order

Max Vexing Bolt first (T2 for 11s CD) → Rabbit Hex second (T2 for 3s duration) → Ultimate points when availableSpectral Assistant last

Ability Data

Ability Base CD Key Upgrades
[1] Vexing Bolt 24s T1: +25% Fire Rate Slow (5s), T2: -13s CD (11s), T3: +126 damage
[2] Spectral Assistant 40s T1: -10s CD, T2: +7s Duration, T3: +60% Fire Rate
[3] Rabbit Hex 26s T1: -10s CD, T2: +1s Duration (3s), T3: +3m Radius, +7% Amp
[4] Audience Participation 85s T1-3: Unlock T1-3 of copied ultimate

Upgrade Sequence

  1. Level 1-3: Spectral Assistant (2) → Vexing Bolt (1) → Rabbit Hex (3)
  2. First Points: Vexing Bolt T1 → Vexing Bolt T2 (critical CD reduction)
  3. Mid Game: Rabbit Hex T1 → Rabbit Hex T2 → Ultimate T1
  4. Late Game: Ultimate T2-T3 → Max Vexing Bolt T3

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Spirit Spirit 800 +10 Spirit Power
Mystic Burst Spirit 800 +40 damage on abilities
Extra Charge Spirit 800 +1 Vexing Bolt charge
Healing Rite Vitality 800 300 HP sustain
Sprint Boots Vitality 800 +2m sprint for rotations
Mystic Expansion Spirit 800 +20% Rabbit Hex radius

Early Game Total: 4,800 souls

Mid Game (4k-15k souls)

Item Category Cost Purpose
Compress Cooldown Spirit 1,600 -18% CD on Rabbit Hex
Improved Spirit Spirit 1,600 +18 Spirit, +75 HP
Enduring Speed Vitality 1,600 +2m Move Speed, slow resist
Rapid Recharge Spirit 3,200 +2 charges, -14% CD
Surge of Power Spirit 3,200 +24 Imbued Spirit, move speed on cast

Mid Game Total: 11,200 souls

Late Game (15k+ souls)

Item Category Cost Purpose
Greater Expansion Spirit 3,200 +35% ability range/radius
Superior Cooldown Spirit 3,200 -20% CDR on everything
Boundless Spirit Spirit 6,400 +35 Spirit, +15% Spirit scaling
Unstoppable Vitality 6,400 5.5s CC immunity

Late Game Total: 19,200 souls


Category Investment Summary

Core Build (16 items)

Item Category Cost
Extra Spirit Spirit 800
Mystic Burst Spirit 800
Extra Charge Spirit 800
Mystic Expansion Spirit 800
Healing Rite Vitality 800
Sprint Boots Vitality 800
Compress Cooldown Spirit 1,600
Improved Spirit Spirit 1,600
Enduring Speed Vitality 1,600
Rapid Recharge Spirit 3,200
Surge of Power Spirit 3,200
Greater Expansion Spirit 3,200
Superior Cooldown Spirit 3,200
Boundless Spirit Spirit 6,400
Unstoppable Vitality 6,400
Extra Health Vitality 800
Category Total Spent 4.8k Bonus
Weapon 0 ✗ Intentionally skipped (burst-fire gun is weak)
Vitality 10,400 ✓ +203 Health
Spirit 25,600 ✓ +19 Spirit Power

Note: Sinclair intentionally skips Weapon investment. His burst-fire gun (2.72 fire rate) cannot effectively use items like Toxic Bullets that require consistent shots. All damage scaling comes from Spirit.


Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Extra Spirit 800 Surge of Power 3,200
Extra Spirit 800 Improved Spirit 1,600
Extra Charge 800 Rapid Recharge 3,200
Mystic Expansion 800 Greater Expansion 3,200
Compress Cooldown 1,600 Superior Cooldown 3,200
Sprint Boots 800 Enduring Speed 1,600
Extra Health 800 Unstoppable (via Debuff Reducer) 6,400

Upgrade Strategy:

  1. Buy Extra Charge early → component of Rapid Recharge
  2. Buy Mystic Expansion → component of Greater Expansion
  3. Buy Extra Spirit → component of Improved Spirit OR Surge of Power
  4. Sprint Boots → Enduring Speed for sustained mobility

Imbued Ability Assignments

Surge of Power → Vexing Bolt [1]

  • Why: Vexing Bolt is your most-used ability (11s CD with T2)
  • Benefit: +24 Spirit Power to bolt damage, +1.75m move speed for 8s on cast
  • Result: Constant move speed uptime during poke wars

Compress Cooldown → Rabbit Hex [3]

  • Why: Rabbit Hex setup is crucial for kills
  • Benefit: 26s → ~21s cooldown (with T1: 16s → ~13s)
  • Result: More frequent damage amp windows for team

Mystic Expansion → Rabbit Hex [3]

  • Why: Larger hex radius = more enemies caught
  • Benefit: 6.5m → 7.8m radius (with Greater Expansion: ~10.5m)
  • Result: Easier multi-target hexes in team fights

Decision Tree

START: What's your lane matchup?
│
├─ vs Poke Lane (Vindicta, Grey Talon)
│   └─ Rush Veil Walker (3,200) for stealth rotations
│
├─ vs Dive Lane (Abrams, Shiv)
│   └─ Extra Health (800) + Reactive Barrier (1,600) early
│
└─ vs Spirit Burst (Seven, Pocket)
    └─ Spirit Shielding (1,600) before mid game

MID GAME: What's threatening you?
│
├─ Heavy CC (Dynamo, Mo & Krill)
│   └─ Rush Unstoppable (6,400)
│
├─ Spirit Damage (Infernus, Seven)
│   └─ Spirit Resilience (3,200) + Counterspell (3,200)
│
└─ Gun Carries (Haze, Wraith)
    └─ Warp Stone (3,200) for bullet resist

LATE GAME: What's your role?
│
├─ Utility Focus
│   └─ Divine Barrier (6,400) + Curse (6,400)
│
├─ Damage Focus
│   └─ Boundless Spirit (6,400) + Mystic Reverb (6,400)
│
└─ Survival Focus
    └─ Unstoppable (6,400) + Colossus (6,400)

Situational Items

vs Spirit-Heavy Teams

Item Cost Why
Spirit Shielding 1,600 Auto 300 barrier on 225+ spirit damage
Spirit Resilience 3,200 +30% base, +22% below 40% HP
Counterspell 3,200 Parry blocks abilities, heals 150

vs Gun-Heavy Teams

Item Cost Why
Warp Stone 3,200 +30% Bullet Resist for 6s, repositioning
Veil Walker 3,200 Stealth flanks, +175 HP
Superior Duration 3,200 +8% passive Bullet Resist

vs Heavy CC Teams

Item Cost Why
Reactive Barrier 1,600 Auto-barrier + stamina on stun
Unstoppable 6,400 5.5s CC immunity (priority buy)
Divine Barrier 6,400 Cleanse debuffs for yourself or allies

vs Healing/Sustain Comps

Item Cost Why
Healbane 1,600 -35% healing on spirit damage
Suppressor 1,600 -28% fire rate on spirit damage

Items NOT to Buy

Toxic Bullets (3,200 - Weapon)

Why it's bad: Sinclair's burst-fire gun fires at 2.72 rounds/second in 3-round bursts with pauses between. Toxic Bullets requires 8+ consistent shots to stack the 2% max HP bleed effectively. His gun pattern cannot maintain stacks.

Siphon Bullets (6,400 - Vitality)

Why it's bad: Same issue as Toxic Bullets - Sinclair cannot stack it efficiently. The 6% lifesteal per stack (max 42%) requires 7+ kills to match Vampiric Burst's baseline, and you lose stacks on death. For 6,400 souls, Boundless Spirit provides +35 Spirit + 15% Spirit scaling with no stack risk.

Ricochet (6,400 - Weapon)

Why it's bad: Despite high winrate in data (55.52%), this is correlation not causation - players who farm 6,400 for Ricochet are already winning. Sinclair's burst-fire pattern and low fire rate make Ricochet inefficient. His damage comes from abilities, not gun procs.

Glass Cannon (6,400 - Weapon)

Why it's bad: Fire Rate scaling is wasted on Sinclair's burst-fire weapon. The permanent stacks don't improve his actual damage output (abilities). Spirit scaling items are strictly better.


Game Phase Strategy

Lane Phase (0-10 min)

  1. Level 1: Use Spectral Assistant on high ground for zone control
  2. Poke Pattern: Place Assistant → fire Vexing Bolt → Assistant also casts bolt
  3. Trading: Hex enemy → follow up with bolts during damage amp window
  4. Positioning: Use high sprint speed to rotate for ganks after pushing wave
  5. Power Spike: At 2.8k souls with Vexing Bolt T2, CD drops to 11s

Mid Game (10-20 min)

  1. Urn Fights: Rabbit Hex is excellent for grouped enemies
  2. Rotations: Sinclair's 8.8m/s sprint makes him one of the fastest rotators
  3. Ultimate Usage: Scout enemy team for best ults to copy:
    • Copy priority: Haze (Bullet Dance), Dynamo (Singularity), Seven (Storm Cloud)
    • Avoid copying: Paradox (no swap target), Mo & Krill (less effective on squishy)
  4. Objective Control: Use Spectral Assistant swap to escape after poking

Late Game (20+ min)

  1. Team Fight Role: Hex priority targets → poke with bolts → copy best enemy ult
  2. Positioning: Stay at max range, use Assistant swap for emergency escapes
  3. Ultimate Timing: Copy an ult BEFORE the team fight, not during
  4. Win Condition: Land 3+ person Rabbit Hex → team follows up with 22% damage amp

Ultimate Copying Tips

Best Ultimates to Copy

Hero Ultimate Why Copy
Haze Bullet Dance 4s of massive AoE damage
Seven Storm Cloud Channeled AoE, huge damage
Dynamo Singularity Black hole for team wipe setup
Kelvin Frozen Shelter Team protection dome
Lady Geist Life Drain Sustain + damage

Avoid Copying

Hero Ultimate Why Avoid
Paradox Pulse Grenade/Swap No second target for swap
Mo & Krill Burrow Designed for tanky heroes
Abrams Seismic Impact Requires melee range
McGinnis Heavy Barrage Sinclair has no turrets for synergy

Copy Timing

  • Copy BEFORE team fights - you have 12s to use it
  • Sinclair inherits the upgrade tier based on his Audience Participation upgrades
  • Some ultimates grant passive bonuses (Shiv's Rage) that Sinclair also inherits

Quick Reference

Core Item Order: Extra Spirit → Extra Charge → Mystic Burst → Healing Rite → Compress Cooldown → Rapid Recharge → Surge of Power → Superior Cooldown → Boundless Spirit → Unstoppable

Ability Max Order: Vexing Bolt (T2 priority) → Rabbit Hex (T2) → Ultimate (T1-3) → Spectral Assistant

Imbue Assignments:

  • Surge of Power → Vexing Bolt
  • Compress Cooldown → Rabbit Hex
  • Mystic Expansion → Rabbit Hex

The Doorman: Portal Master Build Guide

Hero Overview

The Doorman is a Utility/Disruption specialist who excels at manipulating positioning through portals and displacement abilities. Despite community data showing high physical damage %, this is misleading—his 43 base DPS and 8 ammo magazine are among the worst in the game. This build maximizes his true strengths: ability cooldowns, range, and team utility.

Core Stats

Stat Value Notes
Health 725 (+42/boon) Low - needs defensive items
DPS 43 Very low - don't build gun
Ammo 8 Terrible sustained fire
Fire Rate 1.47/s Slow
Stamina 3 Average
Move Speed 7.9 m/s Standard

Playstyle Identity

  • Displacement Master: Hotel Guest removes enemies from fights for 6.5s
  • Team Mobility: Doorway creates rotation opportunities
  • Combo Enabler: Luggage Cart + Hotel Guest = isolation plays
  • Zone Control: Call Bell disrupts accuracy and slows

Ability Data

Ability CD Duration Damage Key Upgrade
[1] Call Bell 18s 4s 95 (40+55) T3: Explode on Impact
[2] Doorway 40s 20s - T2: +250 Barrier
[3] Luggage Cart 30s 6s 80 T3: +1.2s Stun on wall
[4] Hotel Guest 120s 6.5s 150-400 T2: Unstoppable while channeling

Ability Upgrade Priority

Early: 1 → 2 → 3 → 4
Max Order: 4 (ult) > 3 (Cart) > 2 (Doorway) > 1 (Bell)

Recommended Path:
1. Call Bell T1 (lane trading)
2. Doorway T1 (rotation setup)
3. Luggage Cart T1 (displacement)
4. Hotel Guest unlock
5-6. Luggage Cart T2, T3 (stun)
7-8. Doorway T2, T3 (barrier + range)
9-11. Hotel Guest T1, T2, T3 (unstoppable crucial)
12-14. Call Bell T2, T3 (explode on impact)

T2 Hotel Guest is critical: Grants Unstoppable during channel, preventing interruption.


Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Charge Spirit 800 +1 Luggage Cart charge
Extra Spirit Spirit 800 +10 Spirit Power
Mystic Burst Spirit 800 +40 burst on abilities >80 dmg
Sprint Boots Vitality 800 +2 Sprint Speed, rotations
Extra Stamina Vitality 800 +1 Stamina for positioning

Early Game Total: 4,000 souls

Lane Strategy:

  • Use Call Bell to trade (95 base + 40 from Mystic Burst = 135 damage)
  • Don't commit to extended gun fights - your 43 DPS loses every trade
  • Use Doorway for safe rotations to jungle or boxes
  • Save Luggage Cart for escapes or ally saves (alt-cast)

Mid Game (4k-15k souls)

Item Category Cost Purpose
Improved Spirit Spirit 1,600 +18 Spirit, +75 HP
Compress Cooldown Spirit 1,600 18% CDR (imbue Luggage Cart)
Slowing Hex Spirit 1,600 20% slow setup for Hotel Guest
Reactive Barrier Vitality 1,600 Auto-barrier on CC
Superior Cooldown Spirit 3,200 20% global CDR
Greater Expansion Spirit 3,200 +35% range/radius

Mid Game Total: 12,800 souls

Power Spikes:

  • 4,800 Spirit: +19 Spirit Power bonus unlocked
  • Greater Expansion: Hotel Guest range 5m → 6.75m (25% easier to land)
  • Superior Cooldown: Hotel Guest 120s → 96s

Late Game (15k+ souls)

Item Category Cost Purpose
Warp Stone Vitality 3,200 Gap close + 30% Bullet Resist
Boundless Spirit Spirit 6,400 +35 Spirit + 15% scaling
Echo Shard Spirit 6,400 Double Luggage Cart or ult
Curse Spirit 6,400 3.25s lockdown before ult
Divine Barrier Vitality 6,400 Team save + cleanse

Late Game Total: 25,600 souls


Category Investment Summary

Core Build (16 items)

Item Category Cost
Extra Charge Spirit 800
Extra Spirit Spirit 800
Mystic Burst Spirit 800
Sprint Boots Vitality 800
Extra Stamina Vitality 800
Improved Spirit Spirit 1,600
Compress Cooldown Spirit 1,600
Slowing Hex Spirit 1,600
Reactive Barrier Vitality 1,600
Superior Cooldown Spirit 3,200
Greater Expansion Spirit 3,200
Warp Stone Vitality 3,200
Boundless Spirit Spirit 6,400
Echo Shard Spirit 6,400
Curse Spirit 6,400
Divine Barrier Vitality 6,400
Category Total Spent 4.8k Bonus
Weapon 0 - (Intentionally skipped - terrible gun)
Vitality 12,800 +203 Health
Spirit 32,800 +19 Spirit Power

Note: Skipping Weapon 4.8k is intentional. Doorman's 43 DPS and 8 ammo make gun investment worthless. Better to double down on Spirit and Vitality.


Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Extra Charge 800 Rapid Recharge 3,200
Extra Spirit 800 Improved Spirit 1,600
Improved Spirit 1,600 Boundless Spirit 6,400
Mystic Burst 800 Tankbuster 3,200
Sprint Boots 800 Enduring Speed 1,600
Compress Cooldown 1,600 Superior Cooldown 3,200
Slowing Hex 1,600 Vortex Web 6,400

Upgrade Strategy:

  1. Extra Spirit → Improved Spirit (1,600) early for HP + Spirit
  2. Keep Extra Charge for charges; upgrade to Rapid Recharge if need more Cart uses
  3. Compress Cooldown → Superior Cooldown is a must for late game CDR
  4. Mystic Burst → Tankbuster for Hotel Guest burst (7.5% current HP, ignores Spirit Resist)

Imbued Ability Assignments

Compress Cooldown → Luggage Cart (3)

  • Reduces 30s → 24.6s cooldown (with 18% CDR)
  • Luggage Cart is your most used displacement tool
  • Alt-cast on allies makes this a rescue tool on shorter CD

Superior Duration (if purchased) → Doorway (2)

  • 20s → 25.6s portal duration
  • More time for team rotations and flanks
  • Alternative: Imbue on Hotel Guest for longer isolation

Quicksilver Reload (if purchased) → Call Bell (1)

  • Fire rate after ability use helps during laning
  • Call Bell has shortest base CD (18s)

Full Build Paths

Standard Utility Build

Early: Extra Charge → Extra Spirit → Mystic Burst → Sprint Boots → Extra Stamina
Mid: Improved Spirit → Compress Cooldown (imbue Cart) → Slowing Hex → Superior Cooldown → Greater Expansion
Late: Warp Stone → Boundless Spirit → Echo Shard → Curse → Divine Barrier

Aggressive Burst Build (ahead)

Early: Extra Charge → Mystic Burst → Extra Spirit → Sprint Boots
Mid: Improved Spirit → Superior Cooldown → Greater Expansion → Tankbuster
Late: Boundless Spirit → Curse → Spirit Burn → Echo Shard

Defensive Support Build (behind or vs burst)

Early: Extra Regen → Extra Spirit → Sprint Boots → Extra Stamina
Mid: Reactive Barrier → Enduring Speed → Superior Cooldown → Greater Expansion → Rescue Beam
Late: Divine Barrier → Unstoppable → Boundless Spirit

Decision Tree: Late Game Item Choice

                    What Does Your Team Need?
                            |
        +-------------------+-------------------+
        |                   |                   |
   More Lockdown      More Survival      Team Utility
        |                   |                   |
   +---------+         +---------+         +---------+
   |  Curse  |         | Ethereal|         | Divine  |
   | (6,400) |         |  Shift  |         | Barrier |
   +---------+         | (6,400) |         | (6,400) |
        |              +---------+         +---------+
        v                   |                   |
   +---------+              v                   v
   |Knockdown|         +---------+         +---------+
   | (3,200) |         |  Cheat  |         | Rescue  |
   +---------+         |  Death  |         |  Beam   |
                       | (6,400) |         | (3,200) |
                       +---------+         +---------+

Situational Items

vs Spirit-Heavy (Infernus, Seven, Pocket)

Item Cost Reason
Ethereal Shift 6,400 Invuln during their burst, +30% Spirit Resist after
Reactive Barrier 1,600 Auto-barrier when CC'd
Spirit Resilience 3,200 Below 50% HP = +25% Spirit Resist

vs Gun-Heavy (Haze, Wraith, Grey Talon)

Item Cost Reason
Warp Stone 3,200 +30% Bullet Resist for 6s after blink
Metal Skin 3,200 5s bullet immunity
Reactive Barrier 1,600 Barrier when stunned

vs Heavy CC (Dynamo, Mo & Krill, Bebop)

Item Cost Reason
Unstoppable 6,400 CC immunity for 5.5s
Debuff Reducer 1,600 25% shorter CC duration
Ethereal Shift 6,400 Invuln escape

vs Healing/Sustain (Abrams, Lady Geist, Shiv)

Item Cost Reason
Spirit Burn 6,400 70% healing reduction on burn
Healbane 1,600 Healing reduction on spirit damage

Items NOT to Buy (Trap Items)

Headshot Booster (800, Weapon)

  • Stats: +30 HP, bonus weapon damage on headshot
  • Why Trap: Doorman has 43 DPS and 8 ammo. You deplete your magazine in 5.4 seconds and deal ~232 damage total. Even with headshots, this is worthless compared to your abilities.

Long Range (1,600, Weapon)

  • Stats: Bonus weapon damage beyond minimum distance
  • Why Trap: Same issue. Your gun is a fallback, not your primary damage. 1,600 souls buys Improved Spirit (+18 Spirit Power, +75 HP) which buffs ALL your abilities.

Hollow Point (3,200, Weapon)

  • Stats: +125 HP, +35% weapon damage above 65% HP
  • Why Trap: 43 DPS x 1.35 = 58 DPS. Still terrible. For 3,200 souls, Greater Expansion gives +35% ability range/radius - far more impactful.

Toxic Bullets (3,200, Weapon)

  • Stats: Bleed + healing reduction on bullet hits
  • Why Trap: Requires consistent shooting to apply stacks. Doorman should cast abilities, not shoot. Spirit Burn does the same healing reduction but triggers off your abilities.

Ricochet (6,400, Weapon)

  • Stats: Bullets bounce to nearby enemies
  • Why Trap: Ricochet is for gun carries with high fire rate (Haze, Wraith, Mirage). Doorman's 1.47 fire rate makes this a 6,400 soul waste.

Why Tracklock Shows 79% Physical Damage: His abilities deal spirit damage but have long cooldowns. Between ability casts, he shoots (poorly). The percentage looks high because his total ability damage is relatively low. The solution is to BUFF ability damage (spirit items), not invest in his terrible gun.


Game Phase Strategy

Lane Phase (0-10 min)

  1. Trade with Call Bell: 95 + 40 (Mystic Burst) = 135 spirit damage per trade
  2. Don't extended gun fight: Your 43 DPS loses to everyone
  3. Use Doorway for rotations: Safe access to jungle camps and boxes
  4. Save Luggage Cart for escapes: Alt-cast on ally to save them from ganks
  5. Farm with abilities: Call Bell clears waves faster than your gun

Mid Game (10-20 min)

  1. Create rotation plays with Doorway: Set up flanks for teammates
  2. Combo sequence: Slowing Hex → Luggage Cart → Hotel Guest
  3. Hotel Guest T2 is mandatory: Unstoppable prevents interrupts
  4. Greater Expansion spike: 5m → 6.75m Hotel Guest range is huge
  5. Contest objectives with displacement: Luggage Cart enemies off urn

Late Game (20+ min)

  1. Full lockdown combo: Curse → Luggage Cart → Hotel Guest = 10s lockdown
  2. Echo Shard for double plays: Two Luggage Carts or double ult
  3. Divine Barrier for saves: Cleanse allies and give 600 barrier
  4. Doorway for base defense: Create escape routes for team
  5. Peel for carries: Luggage Cart enemies away from your backline

Combo Sequences

Basic Isolation

  1. Slowing Hex (20% slow, silences movement abilities)
  2. Walk into 5m range
  3. Hotel Guest (6.5s isolation)

Full Lockdown (Late Game)

  1. Curse (3.25s silence/disarm, removes buffs)
  2. Luggage Cart (pull toward wall)
  3. Hotel Guest (while they're still disabled)
  4. Echo Shard → Second Luggage Cart or ability

Team Fight Displacement

  1. Doorway behind enemy team
  2. Luggage Cart through portal (alt-cast on ally if needed)
  3. Call Bell for slow/accuracy debuff
  4. Hotel Guest the carry

Emergency Save

  1. Luggage Cart (alt-cast) on endangered ally
  2. Pulls them toward you
  3. Doorway for escape route

Counter-Play Awareness

Threats to Watch

Enemy Threat Counter
Haze Bullet Dance during Hotel Guest T2 Hotel Guest (Unstoppable)
Bebop Hook interrupts channel Greater Expansion for safer range
Dynamo Singularity groups you Warp Stone escape
Vindicta Snipe during channel Ethereal Shift
Seven Storm Cloud zone Doorway repositions team

Hotel Guest Limitations

  • 5m base range is melee distance (6.75m with Greater Expansion)
  • Can be interrupted before T2 upgrade
  • Enemies can complete the maze for reduced damage
  • Soul Urn drops if carrier enters Doorway portal

Venator Build Guide: Holy Hunter

Build Name: Holy Hunter Playstyle: Weapon Damage Marksman with Anti-Heal Utility Last Updated: 2026-02-05


Hero Overview

Venator is a Marksman specializing in sustained ranged pressure and anti-heal tactics. His kit rewards players who can land consistent shots while controlling space with traps and applying healing reduction to shut down sustain-heavy enemies.

Core Stats

Stat Value
Health 720 (+38/boon)
Base DPS 63.5
Bullet Damage 8 (+0.27/boon)
Fire Rate 7.94/s
Ammo 33 rounds
Reload Time 2.8s
Bullet Velocity 1588 m/s
Falloff Range 20m-51m
Stamina 3
Move Speed 6.4 m/s

Key Strengths

  • Built-in Anti-Heal: Consecrating Grenade provides -30% healing baseline (-50% with T3 upgrade)
  • Trap Control: Two trap charges with reveal for vision and gank setup
  • Execute Ultimate: Ira Domini's blessed stakes deal pure damage with 8% HP execute threshold
  • High Bullet Velocity: 1588 m/s makes landing shots and headshots reliable
  • Weapon-Scaling Ult: Ira Domini scales at 1.7x weapon damage per stake

Key Weaknesses

  • Low Base Health: 720 HP is fragile; requires vitality investment
  • Long Cooldowns: 25s grenade, 26s shotgun, 30s trap, 140s ultimate
  • Only 3 Stamina: Limited escape options without Extra Stamina
  • 20m Falloff Start: Forces mid-range positioning where you're vulnerable

Ability Data

[1] Consecrating Grenade

Stat Value
Cooldown 25s
Damage 35 (x1.2 weapon)
Burn DPS 10 (x1.6 spirit)
Duration 3.5s
Radius 4.5m
Healing Reduction -30%
Upgrade Effect Priority
T1 -5s Cooldown HIGH
T2 +1.5m Explosion & Burn Radius MEDIUM
T3 -20% Healing Reduction (total -50%), +1 Charge HIGH

[2] Gutshot

Stat Value
Cooldown 26s
Damage 60 (x1.0 weapon)
Wall Bonus 30 (x0.4 weapon)
Wall Stun 0.65s
Range 10m
Cone 60 deg
Upgrade Effect Priority
T1 +25 Damage LOW
T2 -8s Cooldown, +2.5m Range MEDIUM
T3 Wall Stun: Next heavy melee blessed for 5s LOW

[3] Hex-Lined Snap Trap

Stat Value
Cooldown 30s
Charges 2 (8s between charges)
Damage 80 (x1.6 spirit)
Immobilize 1.5s
Reveal 5s
Lifetime 30s
Radius 2m
Upgrade Effect Priority
T1 -12s Cooldown HIGH
T2 +0.75s Immobilize (total 2.25s) HIGH
T3 +20% Damage against trapped targets CRITICAL

[4] Ira Domini (Ultimate)

Stat Value
Cooldown 140s
Duration 15s
Stakes 3
Damage per Stake 120 (x1.7 weapon)
Blessed Bonus 100 (x3.0 spirit) pure damage
Execute Threshold 8% HP
Upgrade Effect Priority
T1 +1.2 m/s Move Speed while active MEDIUM
T2 -15s Cooldown, +150 Bonus Damage HIGH
T3 ALL stakes are blessed CRITICAL

Ability Upgrade Order

Points Ability Upgrade Rationale
1 Grenade T1 -5s CD for better lane trading
2 Trap T1 -12s CD for more trap charges
3 Ira Domini Unlock Access ult at 3.6k souls
4-5 Grenade T2 +1.5m radius improves consistency
6-7 Trap T2 +0.75s immobilize for kill setup
8 Ira Domini T1 Move speed during ult
9-13 Trap T3 POWER SPIKE: +20% damage amplification
14-18 Grenade T3 -50% healing, +1 charge
19-20 Ira Domini T2 -15s CD, +150 damage
21-25 Ira Domini T3 MASSIVE SPIKE: All stakes blessed
26+ Gutshot T1-T2 Quality of life

Complete Item Build

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Regen Vitality 800 Lane sustain (+3 HP regen)
Monster Rounds Weapon 800 Farming efficiency (+25% vs NPC)
Headshot Booster Weapon 800 Lane trading (+45 headshot damage)
Extra Stamina Vitality 800 Mobility (+1 stamina)

Early Totals: 3,200 souls | Weapon: 1,600 | Vitality: 1,600 | Spirit: 0

Mid Game Core (4k-15k souls)

Item Category Cost Purpose
Kinetic Dash Weapon 1,600 Fire rate boost (+25% on dash-jump)
Toxic Bullets Weapon 3,200 Anti-heal + tank shred (2% max HP bleed)
Burst Fire Weapon 3,200 Conditional fire rate (+35% on hit)
Bullet Lifesteal Vitality 1,600 Gun sustain (+16% lifesteal)
Superior Cooldown Spirit 3,200 Ult CDR (-20% all abilities)

Mid Game Totals: 12,800 souls added | Weapon: 8,000 | Vitality: 4,000 | Spirit: 3,200

Late Game (15k+ souls)

Item Category Cost Purpose
Ricochet Weapon 6,400 AoE damage (+20% fire rate, bounces)
Vampiric Burst Vitality 6,400 Burst sustain (+80% lifesteal active)
Stamina Mastery Vitality 3,200 Mobility (+2 stamina, extra air dash)
Compress Cooldown Spirit 1,600 Trap CDR (-18% imbued)

Late Game Totals: 17,600 souls added

Flex T4 Options (choose 1-2)

Item Category Cost When
Glass Cannon Weapon 6,400 Snowballing (+80% weapon damage)
Lucky Shot Weapon 6,400 Consistent DPS (+25% chance double damage)
Crippling Headshot Weapon 6,400 vs Tanks (-16% resist on headshot)
Colossus Vitality 6,400 vs Dive (+35% resist active)
Unstoppable Vitality 6,400 vs Heavy CC (immunity active)
Diviner's Kevlar Vitality 6,400 Ult protection (+1000 barrier on ult)

Category Investment Summary

Full Build Investment

Item Category Cost
Extra Regen Vitality 800
Monster Rounds* Weapon 800
Headshot Booster Weapon 800
Extra Stamina Vitality 800
Kinetic Dash Weapon 1,600
Toxic Bullets Weapon 3,200
Burst Fire Weapon 3,200
Bullet Lifesteal Vitality 1,600
Superior Cooldown Spirit 3,200
Ricochet Weapon 6,400
Vampiric Burst Vitality 6,400
Stamina Mastery Vitality 3,200
Compress Cooldown Spirit 1,600

Monster Rounds sold at 15k souls to free flex slot

Category Total Spent 4.8k Bonus
Weapon 16,000 +18% Weapon Damage
Vitality 12,800 +203 Health
Spirit 4,800 +19 Spirit Power

All three 4.8k thresholds achieved.


Upgrade Paths

T1/T2 Item Cost Upgrades Into Cost
Extra Stamina 800 Stamina Mastery 3,200
Extra Stamina 800 Kinetic Dash 1,600
Headshot Booster 800 Crippling Headshot 6,400
Bullet Lifesteal 1,600 Vampiric Burst 6,400
Mystic Burst 800 Tankbuster 3,200
Rapid Rounds 800 Swift Striker 1,600
Rapid Rounds 800 Burst Fire 3,200

Imbued Ability Assignments

Item Imbue Target Rationale
Compress Cooldown [3] Hex-Lined Snap Trap Trap is gated by long 30s CD. With T1 (-12s) + Compress (-18%), CD becomes ~14.8s. More traps = more +20% damage windows.

Full Build Paths

Standard Gun Build (Recommended)

EARLY (0-4k):
Extra Regen → Monster Rounds → Headshot Booster → Extra Stamina

MID (4k-15k):
Kinetic Dash → Toxic Bullets → Burst Fire → Bullet Lifesteal → Superior Cooldown

LATE (15k+):
Sell Monster Rounds → Ricochet → Vampiric Burst → Stamina Mastery → Compress Cooldown

FLEX T4:
Glass Cannon (ahead) | Lucky Shot (consistent) | Unstoppable (vs CC)

Anti-Tank Variant

Replace Burst Fire with Sharpshooter, add Crippling Headshot:

Kinetic Dash → Toxic Bullets → Sharpshooter → Crippling Headshot → Ricochet

Provides: -16% resist (Crippling) + -30% heal (Toxic) + 2% max HP bleed

Survivability Variant

For games where you're getting focused:

Extra Health → Bullet Lifesteal → Fortitude → Colossus → Diviner's Kevlar

Situational Itemization Decision Tree

                    ENEMY COMP ASSESSMENT
                           |
        +------------------+------------------+
        |                  |                  |
   SPIRIT-HEAVY       GUN-HEAVY          CC-HEAVY
        |                  |                  |
   Fury Trance        Metal Skin        Unstoppable
   (3,200)            (3,200)           (6,400)
        |                  |                  |
   OR Colossus        Warp Stone        OR Reactive
   (6,400)            (3,200)           Barrier (1,600)
                           |
                      Vampiric Burst
                      already has
                      +10% Bullet Resist

                    HIGH HEALING ENEMY?
                           |
                 +-------- YES --------+
                 |                     |
         Stack Anti-Heal:         Already covered:
    Grenade T3 (-50%)          Grenade + Toxic = -80%
  + Toxic Bullets (-30%)       Add Healbane only if
         = -80%                 vs extreme heal
                               (Abrams + Ivy + Geist)

Situational Items by Category

vs Spirit-Heavy Comps

Item Cost Effect
Fury Trance 3,200 +40% Spirit Resist (active, 6s)
Colossus 6,400 +35% Spirit Resist (active, 7s)

vs Gun-Heavy Comps

Item Cost Effect
Metal Skin 3,200 Bullet immunity (5s)
Warp Stone 3,200 +30% Bullet Resist (6s after teleport)
Vampiric Burst 6,400 +10% Bullet Resist (passive)

vs Heavy CC

Item Cost Effect
Reactive Barrier 1,600 Auto barrier on stun/immobilize
Unstoppable 6,400 CC immunity (5.5s active)

vs High Healing

Your kit already provides significant anti-heal:

  • Consecrating Grenade: -30% (T3: -50%)
  • Toxic Bullets: -30%
  • Combined: -80% healing reduction

Add Healbane (1,600) only vs triple healing comps (e.g., Abrams + Ivy + Lady Geist).


Items NOT to Buy (Trap Items)

Healbane (1,600)

Why it's a trap: Venator's Consecrating Grenade already provides -30% healing (-50% with T3). Combined with Toxic Bullets (-30%), you hit -80% reduction without Healbane. The item becomes redundant unless facing extreme healing comps.

Exception: Only buy vs 3+ sustain heroes (Abrams, Ivy, Lady Geist together).

Sharpshooter (3,200)

Why it's a trap: Requires 15m minimum distance for +70% damage. Venator's falloff starts at 20m, meaning his optimal range is 15-20m. The -1 m/s move speed penalty reduces survivability, and you'll often fight inside 15m where Sharpshooter gives nothing.

Better alternative: Burst Fire provides +35% conditional fire rate without range restrictions.

Spirit Burn (6,200)

Why it's a trap: Spirit Burn procs on repeated spirit damage ticks. Venator's Trap is a single burst (80 damage), and Grenade's burn DPS is only 10 (x1.6 spirit). His primary damage is gun-based, which doesn't proc Spirit Burn.

Better alternative: Toxic Bullets for anti-heal that works with your gun damage.

Siphon Bullets (6,400)

Why it's a trap: Requires 7+ stacks to match Vampiric Burst's passive lifesteal. Takes 14+ kills to fully stack. Stacks are lost on death. For the same 6,400 souls, Vampiric Burst gives +40% fire rate, +80% burst lifesteal active, and +100 HP with zero stack risk.

Always buy: Vampiric Burst instead.


Game Phase Strategy

Lane Phase (0-10 min)

Goal: Survive, farm, hit 3.6k for ultimate unlock.

  1. Trading: Use Consecrating Grenade to apply anti-heal before extended trades. Enemies heal 30% less from medic troopers.

  2. Trap Placement: Place traps at common gank paths. Immobilize + reveal provides 5s warning against rotations.

  3. Wall Stun Setup: Position Gutshot knockback to push enemies into walls for the 0.65s stun. Follow with headshots.

  4. Power Spike: At 3.6k souls, you unlock Ira Domini. The blessed stake deals pure damage and executes below 8% HP. Look for kills on enemies around 30-40% HP.

  5. Item Priority: Extra Regen first for sustain. Monster Rounds second for farming. Headshot Booster third for trading.

Mid Game (10-20 min)

Goal: Hit item power spikes, control objectives with traps, secure kills with ultimate.

  1. Toxic Bullets Timing: Complete by ~12-13 minutes. Combined with Grenade T3, you have -80% healing reduction. Prioritize targets with sustain (Abrams, Shiv, Lady Geist).

  2. Trap Vision: Place traps at objective approaches (Urn, Mid-Boss pit entrance). Reveal lets your team see incoming enemies.

  3. Ira Domini Usage: 140s CD is long. Use immediately when you have advantage, don't hold for "perfect" moment. T3 upgrade (all stakes blessed) is your biggest power spike.

  4. Combo Pattern: Trap immobilize (1.5-2.25s) → Grenade for anti-heal → Full magazine + Toxic stacks → Ira Domini to execute.

Late Game (20+ min)

Goal: Team fight from mid-range, apply anti-heal to multiple targets, execute priority targets.

  1. Ricochet Value: Your bullets now bounce to 2 additional targets. Toxic Bullets' bleed and healing reduction apply to all bounced targets. Position to hit grouped enemies.

  2. Positioning: Stay at 15-20m range. Close enough to avoid falloff, far enough to use traps for self-peel.

  3. Ultimate Priority: T3 makes all 3 stakes blessed. Each deals bonus pure damage and can execute. Use on enemy carry or tanky frontline to bypass their healing.

  4. Anti-Heal Stacking: In extended fights, keep Grenade on cooldown to maintain -50% healing. With Toxic Bullets, priority targets effectively can't heal.

  5. Flex Item Timing:

    • Ahead: Glass Cannon for snowball
    • Even: Lucky Shot for consistent DPS
    • Behind: Colossus or Unstoppable for survival

Summary

Venator is a weapon-damage marksman whose ultimate scales with gun damage (1.7x multiplier). Build fire rate and weapon damage to maximize Ira Domini's stake damage. His built-in anti-heal (-30% to -50%) stacks with Toxic Bullets for devastating healing reduction against sustain heroes.

Core Identity: Gun carry with anti-heal utility and trap-based lockdown.

Win Condition: Land Trap immobilize → apply Grenade anti-heal → stack Toxic bleed → execute with blessed stakes.

Venator Build Guide: Anti-Heal Marksman

Build Name: hunter-bane Archetype: Gun Carry with Anti-Heal Difficulty: Medium Last Updated: 2026-02-05

Overview

Venator is a Marksman who specializes in sustained ranged pressure and anti-heal tactics. This build maximizes his gun damage while stacking multiple sources of healing reduction to counter sustain-heavy compositions. The trap provides lockdown for ganks while Ira Domini's blessed stakes execute low-health targets.

Core Stats

Stat Value Notes
Health 720 (+38/boon) Low - needs Vitality items
DPS 63.5 8 damage × 7.94 fire rate
Ammo 33 rounds Good for sustained fire
Bullet Velocity 1588 m/s High - easy to hit
Move Speed 6.4 m/s Standard
Stamina 3 Low - Kinetic Dash helps
Falloff 20m-51m Mid-range optimal

Why This Build Works

  1. Anti-Heal Stacking: Consecrating Grenade (-30%/-50%) + Toxic Bullets (-30%) + optional Healbane (-35%) = devastating healing reduction
  2. Fire Rate Focus: Burst Fire + Kinetic Dash + Surge of Power create massive sustained DPS
  3. Trap + Execute Combo: Immobilize with trap, apply damage amp (+20% with T3), finish with Ira Domini
  4. Sustain: Leech provides 30% Bullet + Spirit Lifesteal for extended fights
  5. All 4.8k Thresholds: Build hits all three category bonuses

Ability Data

[1] Consecrating Grenade

Stat Base T1 T2 T3
Cooldown 25s 20s 20s 20s
Damage 35 (×1.2 weapon) - - -
Burn DPS 10 (×1.6 spirit) - - -
Duration 3.5s - - -
Radius 4.5m - 6m 6m
Heal Reduction -30% - - -50%
Charges 1 1 1 2

Upgrade Priority: T1 → T2 → T3 (last)

[2] Gutshot

Stat Base T1 T2 T3
Cooldown 26s 26s 18s 18s
Damage 60 (×1.0 weapon) 85 85 85
Wall Bonus 30 (×0.4 weapon) - - -
Wall Stun 0.65s - - -
Range 10m - 12.5m 12.5m

Upgrade Priority: T1 → T2 (mid priority)

[3] Hex-Lined Snap Trap

Stat Base T1 T2 T3
Cooldown 30s 18s 18s 18s
Charges 2 2 2 2
Damage 80 (×1.6 spirit) - - -
Immobilize 1.5s - 2.25s 2.25s
Reveal 5s - - -
Damage Amp - - - +20%

Upgrade Priority: T1 (first) → T2 → T3 (high priority)

[4] Ira Domini (Ultimate)

Stat Base T1 T2 T3
Cooldown 140s 140s 125s 125s
Duration 15s 15s 15s 15s
Stakes 3 3 3 3
Stake Damage 120 (×1.7 weapon) - - -
Blessed Bonus 100 (×3.0 spirit) - 250 250
Execute 8% HP - - -
Move Speed - +1.2 m/s - -
All Blessed No No No Yes

Upgrade Priority: T1 → T2 → T3 (if points available)

Ability Upgrade Order

  1. [3] Trap T1 (-12s cooldown) - trap charges faster
  2. [1] Grenade T1 (-5s cooldown) - more trading
  3. [4] Ult T1 (+1.2 m/s) - mobility during ult
  4. [3] Trap T2 (+0.75s immobilize) - 2.25s lockdown
  5. [1] Grenade T2 (+1.5m radius) - easier hits
  6. [4] Ult T2 (-15s CD, +150 damage) - more ult uptime
  7. [3] Trap T3 (+20% damage amp) - massive value
  8. [1] Grenade T3 (-50% heal, +1 charge) - anti-heal
  9. [4] Ult T3 (all blessed) - if game goes late

Build Path

Early Game (0-4k souls) - 5 items

Item Category Cost Purpose
Extra Regen Vitality 800 Lane sustain (+3 HP regen)
Close Quarters Weapon 800 +20 Weapon Power within 15m
Rapid Rounds Weapon 800 +9% Fire Rate → Burst Fire component
Extra Health Vitality 800 +185 HP (905 total)
Sprint Boots Vitality 800 +2.0 Sprint Speed → Enduring Speed component

Lane Phase Strategy:

  • Trade aggressively with Close Quarters when enemies are within 15m
  • Use Consecrating Grenade to apply anti-heal before securing Medic Trooper
  • Place traps at chokepoints and veil exits
  • Heavy melee ratio is 2.5x - efficient for Sinner's Sacrifice

Mid Game (4k-15k souls) - 7 items

Item Category Cost Purpose
Kinetic Dash Weapon 1,600 +1 Stamina, +25% Fire Rate on dash-jump
Burst Fire Weapon 3,200 +32% Fire Rate proc, +1.25 m/s Move Speed
Toxic Bullets Weapon 3,200 2% max HP bleed, -30% healing
Bullet Lifesteal Vitality 1,600 16% sustain → Leech component
Enduring Speed Vitality 1,600 +2.0 Move Speed, 25% Slow Resist
Extra Spirit Spirit 800 +10 Spirit → Surge of Power component
Superior Cooldown Spirit 3,200 20% CDR for all abilities

Mid Game Strategy:

  • Dash-jump before engagements to proc Kinetic Dash + Burst Fire
  • Stack anti-heal: Grenade (-30%) + Toxic Bullets (-30%) = -60% healing
  • Use trap reveals to track rotations and set up ganks
  • Ira Domini should be used immediately when available - don't hold it

Late Game (15k+ souls) - 4 items

Item Category Cost Purpose
Phantom Strike Vitality 6,400 25m teleport, Disarm, 50% slow
Leech Vitality 6,400 30% Bullet + Spirit Lifesteal
Surge of Power Spirit 3,200 +24 Spirit to grenade, +20% Fire Rate
Ricochet Weapon 6,400 65% damage to 2 nearby targets

Late Game Strategy:

  • Ricochet spreads Toxic Bullets and Slowing Bullets to multiple targets
  • Phantom Strike closes gap on fleeing targets for execute
  • Leech provides massive sustain in extended fights
  • Surge of Power on Grenade triggers fire rate buff on every use

Category Investment Summary

Core Build (16 items total)

Item Category Cost
Extra Regen Vitality 800
Close Quarters Weapon 800
Rapid Rounds* Weapon (component)
Extra Health* Vitality (component)
Sprint Boots* Vitality (component)
Kinetic Dash Weapon 1,600
Burst Fire Weapon 3,200
Toxic Bullets Weapon 3,200
Bullet Lifesteal* Vitality (component)
Enduring Speed Vitality 1,600
Extra Spirit* Spirit (component)
Superior Cooldown Spirit 3,200
Phantom Strike Vitality 6,400
Leech Vitality 6,400
Surge of Power Spirit 3,200
Ricochet Weapon 6,400

*Component items consumed in upgrades

Category Total Spent 4.8k Bonus
Weapon 15,200 ✓ +18% Weapon Damage
Vitality 15,200 ✓ +203 Health
Spirit 6,400 ✓ +19 Spirit Power

All three 4.8k thresholds hit with core build.


Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Rapid Rounds 800 Burst Fire 3,200
Close Quarters 800 Point Blank 3,200
Extra Health 800 Colossus 6,400
Sprint Boots 800 Enduring Speed 1,600
Extra Spirit 800 Surge of Power 3,200
Bullet Lifesteal 1,600 Leech 6,400
Extra Charge 1,600 Rapid Recharge 3,200

Upgrade Strategy:

  1. Buy Rapid Rounds early → automatically applies to Burst Fire purchase
  2. Buy Sprint Boots early → upgrades to Enduring Speed mid-game
  3. Extra Spirit → Surge of Power (imbue on Grenade)
  4. Bullet Lifesteal → Leech for massive late-game sustain

Imbued Ability Assignments

Surge of Power (Spirit, 3,200)

Imbue: Consecrating Grenade [1]

  • +24 Spirit Power to grenade (burn scales ×1.6 spirit)
  • Every grenade hit triggers +20% Fire Rate + 1.75 m/s for 8s
  • Full move speed while shooting during buff
  • Enables aggressive trading: grenade → proc → all-in

Alternative: Hex-Lined Snap Trap [3]

  • +24 Spirit Power to trap damage (80 × 1.6 spirit)
  • Trigger fire rate buff when trap activates for immediate follow-up

Superior Duration (if purchased as flex)

Imbue: Ira Domini [4]

  • 15s duration → 19.2s duration (+28%)
  • More time to land all 3 blessed stakes
  • Especially valuable with T3 ult (all stakes blessed)

Full Build Paths

Standard Path (Recommended)

Early:    Extra Regen → Close Quarters → Rapid Rounds → Extra Health → Sprint Boots
Mid:      Kinetic Dash → Burst Fire → Toxic Bullets → Bullet Lifesteal → Enduring Speed
          → Extra Spirit → Superior Cooldown
Late:     Phantom Strike → Leech → Surge of Power → Ricochet

Anti-Heal Max Path (vs Abrams, Shiv, Lady Geist)

Early:    Extra Regen → Close Quarters → Rapid Rounds → Extra Health
Mid:      Kinetic Dash → Burst Fire → Toxic Bullets → Healbane → Superior Cooldown
Late:     Phantom Strike → Inhibitor → Surge of Power → Ricochet

Total Anti-Heal: Grenade T3 (-50%) + Toxic (-30%) + Healbane (-35%) + Inhibitor (-40%) = near-complete healing shutdown

Ricochet Path (vs grouped teams)

Early:    Extra Regen → Close Quarters → Rapid Rounds → Extra Health
Mid:      Kinetic Dash → Burst Fire → Toxic Bullets → Slowing Bullets
Late:     Ricochet → Silencer → Leech → Phantom Strike

Ricochet applies Toxic Bullets bleed, Slowing Bullets slow, and Silencer buildup to 2 additional targets.


Situational Decision Tree

                    ┌─────────────────────────────────────┐
                    │      ENEMY COMPOSITION CHECK        │
                    └───────────────┬─────────────────────┘
                                    │
          ┌─────────────────────────┼─────────────────────────┐
          │                         │                         │
          ▼                         ▼                         ▼
   ┌──────────────┐          ┌──────────────┐          ┌──────────────┐
   │ SPIRIT-HEAVY │          │  GUN-HEAVY   │          │ MOBILE HEROES│
   │ Seven, Geist │          │ Haze, Wraith │          │ Vind, Talon  │
   └──────┬───────┘          └──────┬───────┘          └──────┬───────┘
          │                         │                         │
          ▼                         ▼                         ▼
   ┌──────────────┐          ┌──────────────┐          ┌──────────────┐
   │ Dispel Magic │          │  Metal Skin  │          │ Slowing Hex  │
   │   (3,200)    │          │   (3,200)    │          │   (1,600)    │
   │   or         │          │   or         │          │   or         │
   │  Colossus    │          │  Warp Stone  │          │  Capacitor   │
   │   (6,400)    │          │   (3,200)    │          │   (6,400)    │
   └──────────────┘          └──────────────┘          └──────────────┘
          │                         │                         │
          ▼                         ▼                         ▼
   ┌──────────────┐          ┌──────────────┐          ┌──────────────┐
   │ HEAVY HEALS  │          │  HEAVY CC    │          │  ASSASSINS   │
   │ Abrams, Shiv │          │ Dynamo, Lash │          │ Haze, Mina   │
   └──────┬───────┘          └──────┬───────┘          └──────┬───────┘
          │                         │                         │
          ▼                         ▼                         ▼
   ┌──────────────┐          ┌──────────────┐          ┌──────────────┐
   │   Healbane   │          │Debuff Reducer│          │  Majestic    │
   │   (1,600)    │          │   (1,600)    │          │    Leap      │
   │   +          │          │   or         │          │   (3,200)    │
   │  Inhibitor   │          │Dispel Magic  │          │   or         │
   │   (6,400)    │          │   (3,200)    │          │  Colossus    │
   └──────────────┘          └──────────────┘          └──────────────┘

Situational Items

vs Spirit-Heavy Comps

Item Cost Reason
Dispel Magic 3,200 Cleanse DOTs, +16% Spirit Resist, +2 m/s + 250 heal
Colossus 6,400 +35% Spirit Resist during active (7s)
Ethereal Shift 6,400 Invulnerability + 30% Spirit Resist buff

vs Gun-Heavy Comps

Item Cost Reason
Metal Skin 3,200 5s bullet immunity, +15% Bullet Resist passive
Warp Stone 3,200 +30% Bullet Resist for 6s on teleport
Colossus 6,400 +35% Bullet Resist during active

vs Mobile Heroes (Vindicta, Grey Talon, Holliday)

Item Cost Reason
Slowing Hex 1,600 20% slow + movement ability silence (3.5s)
Capacitor 6,400 75% slow + stamina lock (3s)
Knockdown 3,200 0.5s stun (+1.5s vs airborne) at 45m range

vs Heavy CC (Dynamo, Seven, Lash)

Item Cost Reason
Debuff Reducer 1,600 25% debuff duration reduction
Dispel Magic 3,200 Cleanse all debuffs
Unstoppable 6,400 CC immunity for 5.5s

vs Healing/Sustain (Abrams, Shiv, Lady Geist)

Item Cost Reason
Toxic Bullets 3,200 -30% healing (CORE - already in build)
Healbane 1,600 -35% healing on spirit damage
Inhibitor 6,400 -40% healing + -35% damage

Items NOT to Buy

Siphon Bullets (6,400 - Weapon) ❌

  • 6% lifesteal per stack (max 7 stacks = 42%)
  • Problem: Stacks lost on death, takes 7 kills to match Leech
  • Alternative: Leech (6,400) gives 30% immediately with no stack risk

Intensifying Magazine (1,600 - Weapon) ⚠️

  • +45% Weapon Damage at max (2.5s continuous fire)
  • Problem: Venator's 2.8s reload loses stacks frequently
  • Situational: Only if staying very far back and never reloading mid-fight

Glass Cannon (6,400 - Weapon) ⚠️

  • +80% Weapon Damage, +7% Fire Rate per kill
  • Problem: -15% Max HP on already low-HP hero (720 base)
  • Situational: Only when significantly ahead and confident in positioning

Spirit Strike (800 - Spirit) ❌

  • Melee-focused item
  • Problem: Venator is gun-focused, melee not primary damage source
  • Alternative: Extra Spirit for ability scaling

Game Phase Strategy

Lane Phase (0-8 min)

  1. Contest high ground with superior bullet velocity
  2. Apply Consecrating Grenade before Medic Trooper dies to deny healing
  3. Place traps at veil exits and common gank paths
  4. Trade with Close Quarters when enemies push up
  5. Farm Sinner's Sacrifice with 2.5x heavy melee ratio

Lane Combos:

  • Grenade → trap path → enemy walks into trap → Gutshot → heavy melee
  • Gutshot into wall → 0.65s stun → heavy melee (blessed with T3)

Mid Game (8-20 min)

  1. Dash-jump before every fight to proc Kinetic Dash
  2. Burst Fire procced → apply Toxic Bullets → stack anti-heal
  3. Use trap reveals to track enemy jungling
  4. Ira Domini for picks - don't hold it, 140s cooldown is long
  5. Rotate for urn with trap setup at drop-off

Fight Rotation:

  1. Pre-place trap on likely escape route
  2. Grenade to apply anti-heal + trigger Surge of Power
  3. Dash-jump to proc Kinetic Dash
  4. Primary fire with Burst Fire active
  5. Ira Domini when target is below 30% for execute

Late Game (20+ min)

  1. Phantom Strike to close on priority targets
  2. Ricochet spreads Toxic Bullets to entire team
  3. Leech sustains through extended fights
  4. Execute low-health targets with Ira Domini stakes
  5. Trap flanks and objectives with 2-charge reveal

Team Fight Positioning:

  • Mid-range (15-20m) for Close Quarters and Point Blank value
  • Never frontline - 720 base HP is fragile
  • Save Phantom Strike for dive or cleanup
  • Use Gutshot defensively against divers

Power Spike Timings

Souls Spike What Happens
3,600 Ult Unlock Ira Domini enables executes
4,800 Burst Fire +32% Fire Rate proc, sustained DPS
8,000 Toxic Bullets Anti-heal stacking begins
12,800 Leech + CDR 30% lifesteal + ability spam
19,200 Phantom Strike Gap close for executes
25,600 Ricochet Team-wide damage + procs

Matchup Notes

Strong Against

  • Abrams, Shiv, Lady Geist: Anti-heal stacking shuts down sustain
  • Slow heroes: Traps easily catch immobile targets
  • Grouped teams: Ricochet + Toxic Bullets devastates clumps

Weak Against

  • Vindicta, Grey Talon: Outrange Venator's falloff
  • Lash, Pocket: Can dive past traps with mobility
  • Haze: Bullet Dance through trap immobilize

Lane Partners

  • Dynamo: Singularity + trap = guaranteed immobilize chain
  • Kelvin: Dome forces enemies into trap
  • Seven: Stuns into trap for extended CC

Victor: Eternal Suffering Build

Build Type: Spirit Sustain Brawler Difficulty: Medium Role: Initiator / Bruiser / Zone Control

Overview

Victor is a self-damage sustain brawler who thrives by taking damage and healing it back through spirit lifesteal. His Aura of Suffering deals continuous spirit damage to both enemies AND himself, creating a unique playstyle where staying in fights longer makes you stronger. With Shocking Reanimation giving him a second life, Victor can commit to fights other heroes cannot.

Base Stats

Stat Value
Health 770 (+39/boon)
Stamina 3
Move Speed 6.3 m/s
DPS 61
Ammo 24
Fire Rate 5.05/s

Core Strategy

  1. Lane Phase: Trade aggressively with Pain Battery. Your sustain is excellent.
  2. Mid Game: Use Aura of Suffering to zone enemies. Spirit Lifesteal keeps you healthy.
  3. Late Game: Dive into fights with Colossus active. You have two lives.

Abilities

Ability Overview

Ability Cooldown Key Effect
[1] Pain Battery 2s Stores 40% damage taken, fires bolts for 100 spirit damage
[2] Jumpstart 23s 15% current HP self-damage, gain regen + move speed
[3] Aura of Suffering 2.5s 10s channel, AoE spirit DPS (Victor takes 70%)
[4] Shocking Reanimation 190s Reanimate on death, AoE stun, respawn at 60% HP

Upgrade Priority

Level 1-5:   [1] → [2] → [3] → [1] → [2]
Level 6:    [4] (Ultimate)
Level 7-11: [3] → [1] → [2] → [3] → [1]
Level 12+:  Max [3] first, then [2], then [4] upgrades

Key Upgrades

Ability Tier Effect Priority
Pain Battery T1 40% Slow for 2s HIGH
Pain Battery T3 18% Missing Health Heal CORE
Jumpstart T3 -4s CD, Remove Debuffs HIGH
Aura of Suffering T1 30% Slow HIGH
Aura of Suffering T3 +13% Incoming Damage to enemies CORE
Shocking Reanimation T2 +40% Respawn Health (60% → 100%) HIGH

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Spirit Spirit 800 Ability scaling
Melee Lifesteal Vitality 800 Lane sustain
Monster Rounds Weapon 800 Farm acceleration (sell late)
Spirit Lifesteal Vitality 1,600 Core sustain mechanic

Early Game Total: 4,000 souls

Mid Game (4k-15k souls)

Item Category Cost Purpose
Healing Booster Vitality 1,600 +20% healing amp
Torment Pulse Spirit 3,200 Passive DPS in Aura range
Greater Expansion Spirit 3,200 Aura radius 7.7m → 10.4m

Mid Game Additions: 8,000 souls

Late Game (15k+ souls)

Item Category Cost Purpose
Infuser Vitality 6,400 80% Spirit Lifesteal active
Escalating Exposure Spirit 6,400 +54% Spirit Amp at max stacks
Colossus Vitality 6,400 Tank active + slow aura

Late Game Additions: 19,200 souls

Flex Slot Options

Item Category Cost When to Buy
Superior Cooldown Spirit 3,200 More ability uptime
Mystic Slow Spirit 1,600 Enemies escaping Aura
Phantom Strike Vitality 6,400 Need gap closer
Unstoppable Vitality 6,400 Heavy CC enemy comp

Category Investment Summary

Core Build Items

Item Category Cost
Extra Spirit Spirit 800
Monster Rounds Weapon 800
Melee Lifesteal Vitality 800
Spirit Lifesteal Vitality 1,600
Healing Booster Vitality 1,600
Torment Pulse Spirit 3,200
Greater Expansion Spirit 3,200
Infuser Vitality 6,400
Escalating Exposure Spirit 6,400
Colossus Vitality 6,400

Category Totals

Category Total Spent 4.8k Bonus
Weapon 800 ✗ (intentionally skipped - Victor's gun is weak)
Vitality 16,800 ✓ +203 Health
Spirit 13,600 ✓ +19 Spirit Power

Note: Victor's gun DPS (61) is mediocre. Weapon investment is intentionally minimal - sell Monster Rounds late game for a flex slot.


Upgrade Paths

Items that upgrade into other items:

T1/T2 Item Cost Upgrades Into Cost
Extra Regen 800 Healing Booster 1,600
Extra Health 800 Colossus 6,400
Mystic Expansion 800 Greater Expansion 3,200
Spirit Lifesteal 1,600 Infuser 6,400
Mystic Vulnerability 1,600 Escalating Exposure 6,400
Debuff Reducer 1,600 Unstoppable 6,400

Upgrade Strategy:

  1. Buy Spirit Lifesteal early → upgrade to Infuser when you can afford it
  2. Don't buy Mystic Expansion standalone - Greater Expansion is the goal
  3. If you need Unstoppable, buy Debuff Reducer first for the 25% status resist

Imbued Ability Assignments

This build includes Surge of Power as an optional item.

Surge of Power (if purchased)

Imbue: Aura of Suffering [3]

  • Gain +24 Spirit Power on Aura (permanent)
  • +1.75m Move Speed for 8s when Aura activates
  • Maintain full speed while attacking during Aura channel
  • Helps address Victor's low base move speed (6.3 m/s)

Superior Duration (if purchased instead)

Imbue: Aura of Suffering [3]

  • Base duration: 10s → Extended: 12.5s
  • More channel time = more damage ticks = more healing

Full Build Paths

Standard Build (31,200 souls)

Early:     [Extra Spirit] → [Melee Lifesteal] → [Monster Rounds] → [Spirit Lifesteal]
Mid:       [Healing Booster] → [Torment Pulse] → [Greater Expansion]
Late:      [Infuser] → [Escalating Exposure] → [Colossus]
Sell Late: Monster Rounds

Anti-CC Build (Replace Colossus)

Late:      [Infuser] → [Escalating Exposure] → [Unstoppable]
  • Use vs Kelvin, Haze, Seven, Dynamo, heavy CC comps
  • 25% status resist passive + 5.5s immunity active

Gap Close Build (Add Phantom Strike)

Late:      [Infuser] → [Phantom Strike] → [Escalating Exposure] OR [Colossus]
  • Use when enemies kite you before Aura can deal damage
  • 25m teleport + 50% slow for 3s

Decision Tree

                    START
                      |
        ┌─────────────┼─────────────┐
        │             │             │
   EARLY GAME    MID GAME      LATE GAME
        │             │             │
   Spirit LS     Torment       Infuser
   Healing       Expansion     (always)
   Booster           │             │
        │             │      ┌─────┴─────┐
        │             │      │           │
        │             │   Heavy CC?   Normal?
        │             │      │           │
        │             │  Unstoppable  Colossus
        │             │      │           │
        │             │      │     ┌─────┴─────┐
        │             │      │     │           │
        │             │      │  Kited?     Damage?
        │             │      │     │           │
        │             │      │  Phantom   Escalating
        │             │      │  Strike    Exposure

Situational Items

vs Spirit-Heavy Enemies (Seven, Infernus, Pocket)

Item Cost Effect
Dispel Magic 3,200 +16% Spirit Resist, cleanse on 50s CD
Unstoppable 6,400 +25% Status Resist, CC immunity

vs Gun-Heavy Enemies (Haze, Wraith, Grey Talon)

Item Cost Effect
Metal Skin 3,200 5s bullet immunity, 24s CD
Return Fire 1,600 60% bullet reflect, +8% bullet resist

Note: Colossus already provides 35% bullet resist during active.

vs Healing/Sustain (Abrams, Lady Geist, Shiv)

Item Cost Effect
Healbane 1,600 35% heal reduction on spirit damage

Victor's Aura of Suffering applies heal reduction to all enemies in range constantly. Healbane is a natural fit.

vs Slippery Enemies (Vindicta, Lash, Pocket)

Item Cost Effect
Mystic Slow 1,600 30% slow on spirit damage
Phantom Strike 6,400 25m teleport, 50% slow

Items NOT to Buy

Ethereal Shift - BAD SYNERGY

  • Cost: 6,400 | Category: Spirit
  • Problem: Activating Ethereal Shift cancels Aura of Suffering
  • Victor's value comes from staying in fights and channeling Aura
  • Going invulnerable stops your damage AND healing
  • Better alternatives: Colossus (stay in fights), Unstoppable (CC immunity without stopping Aura)

Rapid Recharge - WEAK ON VICTOR

  • Cost: 3,200 | Category: Spirit
  • Problem: Victor's abilities aren't charge-based
  • Pain Battery and Aura have very low cooldowns (2s, 2.5s)
  • Only Jumpstart (23s) benefits, and minimally
  • Better alternative: Superior Cooldown provides flat 20% CDR to all abilities

Siphon Bullets - AVOID

  • Cost: 6,400 | Category: Vitality
  • Problem: Victor's gun DPS is 61 - one of the lowest in the game
  • 6% lifesteal per stack requires significant shooting to build
  • Spirit Lifesteal + Infuser provides far more healing from abilities
  • Better alternative: Infuser (80% spirit lifesteal active)

Boundless Spirit - INFERIOR CHOICE

  • Cost: 6,400 | Category: Spirit
  • Problem: Pure spirit scaling without utility
  • Escalating Exposure provides more damage (+54% spirit amp) AND spirit resist
  • Victor needs survivability, not just raw damage
  • Better alternative: Escalating Exposure (damage amp + resist)

Game Phase Strategy

Lane Phase (0-8 minutes)

  1. Trade aggressively - Pain Battery rewards taking damage
  2. Use Jumpstart when you need to disengage or chase
  3. Melee last hits for Melee Lifesteal procs
  4. Don't waste Aura - save it for all-ins or zoning

Power Spike: Spirit Lifesteal (1,600 souls) - Aura now heals you

Mid Game (8-20 minutes)

  1. Group for objectives - Aura is excellent in teamfights
  2. Pop Healing Booster before fights
  3. Use Torment Pulse passive damage while channeling Aura
  4. Don't overextend - your ult has 190s CD

Power Spike: Greater Expansion (3,200 souls) - Aura radius increased by 35%

Late Game (20+ minutes)

  1. Lead engages with Colossus active
  2. Position in center of fights - maximize Aura value
  3. Track enemy CC cooldowns - Unstoppable if needed
  4. Your second life matters - Reanimation AoE stun can win fights

Power Spike: Infuser active (80% spirit lifesteal) - become nearly unkillable during Aura


Damage Calculations

Aura of Suffering DPS (with build)

Base:

  • Min DPS: ~20 | Max DPS: ~100 (ramps over 10s)
  • Radius: 7.7m

With Full Build (~60 Spirit Power):

  • Greater Expansion: 7.7m → 10.4m radius
  • Escalating Exposure: +54% spirit damage at max stacks
  • Spirit Lifesteal: 16% passive healing from all damage
  • Infuser Active: 80% healing for 6s

Effective Sustain: At max Aura DPS with Infuser active: ~100 DPS × 80% = 80 HP/s healing per enemy in range

Torment Pulse Passive

  • Base: 27 DPS (scales +27.9% of Spirit Power)
  • With 60 Spirit: 27 + (60 × 0.279) = ~44 DPS
  • Hits closest 2 enemies, 1.4s between pulses
  • 9m radius (always active during Aura)

Matchup Notes

Strong Against

  • Melee brawlers (Abrams, Mo & Krill): Aura punishes them for getting close
  • Low mobility heroes (Warden, Seven): Can't escape your Aura radius
  • Dive assassins (Shiv, Mina): You have two lives, they have one

Weak Against

  • Kite heroes (Vindicta, Grey Talon): Stay out of Aura range
  • Hard CC (Kelvin dome, Haze ult): Stops your Aura channel
  • Burst damage (Lash slam, Pocket Affliction): Can kill before sustain matters

Counter-Play Awareness

Enemy Threat Counter
Haze Bullet Dance can kill through Aura Metal Skin, time Reanimation
Kelvin Dome stops Aura channel Unstoppable, position outside dome
Seven Storm Cloud matches your zone control Dispel Magic, focus him first
Lash Can slam you out of Aura Arcane Surge for stamina, air dash

Quick Reference

Always Buy:

  • Spirit Lifesteal → Infuser
  • Healing Booster
  • Torment Pulse
  • Greater Expansion

Situational:

  • Colossus (default T4)
  • Unstoppable (vs CC)
  • Phantom Strike (vs kiters)
  • Escalating Exposure (vs tanky teams)

Never Buy:

  • Ethereal Shift
  • Rapid Recharge
  • Siphon Bullets

Win Condition: Stay alive in fights long enough for Aura damage and healing to outvalue enemy burst. Use your second life aggressively.

Vindicta Build Guide: Spirit Sniper

Build Name: Spirit Sniper Playstyle: Roaming assassin who farms kills, not jungle. Rush Assassinate upgrades, roam the map, and snowball through permanent Weapon Damage stacking.

Hero Overview

Vindicta is a mobile sniper who dominates from extreme range. Her Assassinate ultimate deals massive damage to low-health targets and grants permanent Weapon Damage per kill (+5%, or +9% with T3 upgrade - retroactive). Flight provides exceptional repositioning and high-ground advantage.

Core Stats

Stat Value
Health 725 (+29/boon) - VERY SQUISHY
Stamina 2
Move Speed 7.9 m/s (9.5 sprint)
Bullet DPS 53
Bullet Damage 12.33 (+0.495/boon)
Ammo 22
Fire Rate 4.329/s
Falloff 22m-45m

Key Weakness: One of the lowest HP pools in the game. Positioning is everything.

Ability Data

Ability Cooldown Key Stats Priority
[1] Stake 40s 55 dmg, 1.75s tether, 9m radius T1-T2
[2] Flight 42s 15s duration (23s with T2) T2 (for duration)
[3] Crow Familiar 28s 37 dmg, 4s bleed, reduces resists T3 late
[4] Assassinate 50s 90 dmg, 2 charges, 1000m range, +5% WD/kill RUSH T1-T3

Ability Upgrade Priority

Level 1-5:  Stake T1 → Assassinate unlock
Level 6-10: Assassinate T1 (CDR) → Stake T2 (-20s CD)
Level 11-15: Flight T2 (+8s duration) → Assassinate T2 (+80 dmg)
Level 16+: Assassinate T3 (+9% WD/kill retroactive) → Crow T3 (-8% resists)

T1 Priorities:

  • Stake T1: +40% Fire Rate Slow (essential for dueling)
  • Assassinate T1: -20s Cooldown (RUSH THIS)

T2 Priorities:

  • Stake T2: -20s Cooldown
  • Flight T2: +8s Duration (23s total flight!)

T3 Priority:

  • Assassinate T3: +4% additional Weapon Damage per kill (9% total, RETROACTIVE)

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Regen Vitality 800 Lane sustain
Extra Spirit Spirit 800 Assassinate scaling
Sprint Boots Vitality 800 Roaming + component
Rapid Rounds Weapon 800 Fire rate for trading
Extra Charge Spirit 800 +1 Assassinate charge

Early Game Total: 4,000 souls

Mid Game (4k-15k souls)

Item Category Cost Purpose
Long Range Weapon 1,600 +40 damage at 15m+
Improved Spirit Spirit 1,600 Spirit scaling, upgrades Extra Spirit
Rapid Recharge Spirit 3,200 +2 charges, 14% CDR on Assassinate
Trophy Collector Vitality 3,200 Kill income, roaming stats
Sharpshooter Weapon 3,200 +70 damage at range, upgrades Long Range

Mid Game Total: 12,800 souls

Late Game (15k+ souls)

Item Category Cost Purpose
Boundless Spirit Spirit 6,400 +35 SP, +15% SP, upgrades Improved Spirit
Surge of Power Spirit 3,200 Imbue Assassinate, +24 SP, move speed on use
Mercurial Magnum Spirit 6,400 Spirit bullets during Flight
Echo Shard Spirit 6,400 Double Assassinate in fights

Late Game Total: 22,400 souls

Situational Items

vs Dive/Assassins (Haze, Shiv, Lash)

Item Category Cost Notes
Metal Skin Vitality 3,200 5s bullet immunity, +15% bullet resist
Majestic Leap Vitality 3,200 Emergency escape + barrier
Ethereal Shift Spirit 6,400 4s invulnerability when getting focused

vs Heavy CC (Dynamo, Seven, Bebop)

Item Category Cost Notes
Unstoppable Vitality 6,400 5.5s CC immunity
Dispel Magic Vitality 3,200 Cleanse + 16% Spirit Resist
Counterspell Vitality 3,200 Spell parry, +100 HP

vs Spirit Burst (Seven, Infernus, Pocket)

Item Category Cost Notes
Dispel Magic Vitality 3,200 +16% Spirit Resist + cleanse
Ethereal Shift Spirit 6,400 Invuln + 30% Spirit Resist after

Category Investment Summary

Core Build (15 items)

Item Category Cost
Extra Regen Vitality 800
Sprint Boots Vitality 800
Trophy Collector Vitality 3,200
Rapid Rounds Weapon 800
Long Range Weapon 1,600
Sharpshooter Weapon 3,200
Extra Spirit Spirit 800
Extra Charge Spirit 800
Improved Spirit Spirit 1,600
Rapid Recharge Spirit 3,200
Surge of Power Spirit 3,200
Boundless Spirit Spirit 6,400
Mercurial Magnum Spirit 6,400
Category Total Spent 4.8k Bonus
Weapon 5,600 ✓ +18% Weapon Damage
Vitality 4,800 ✓ +203 Health
Spirit 22,400 ✓ +19 Spirit Power

All three 4.8k thresholds are hit with core build.

Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Extra Spirit 800 Improved Spirit 1,600
Improved Spirit 1,600 Boundless Spirit 6,400
Extra Charge 800 Rapid Recharge 3,200
Rapid Rounds 800 Swift Striker 1,600
Rapid Rounds 800 Burst Fire 3,200
Long Range 1,600 Sharpshooter 3,200
Sprint Boots 800 Trophy Collector 3,200
Sprint Boots 800 Enduring Speed 1,600
Quicksilver Reload 1,600 Mercurial Magnum 6,400

Upgrade Strategy:

  1. Sprint Boots → Trophy Collector (roaming income)
  2. Extra Spirit → Improved Spirit → Boundless Spirit (scaling path)
  3. Extra Charge → Rapid Recharge (Assassinate charges)
  4. Long Range → Sharpshooter (weapon damage at range)

Imbued Ability Assignments

Surge of Power (3,200) - Imbue: Assassinate [4]

Recommended: Imbue Assassinate

  • +24 Spirit Power applies to Assassinate damage permanently
  • Gain +1.75m Move Speed and full speed while attacking for 8s after each snipe
  • With Rapid Recharge giving 4 charges, you maintain the buff constantly while hunting

Alternative: Imbue Crow Familiar [3]

  • If taking a more hybrid approach
  • Crow has shorter cooldown (28s → 16s with T2)

Mercurial Magnum (6,400) - Imbue: Flight [2]

Recommended: Imbue Flight

  • Flight already grants bonus spirit damage per bullet (T3: +12.6)
  • Mercurial adds +25 (+46.5 with spirit scaling) per bullet until reload
  • Combined with +22% Fire Rate and full ammo reload
  • 14s charge time syncs well with Flight's 42s cooldown

Quicksilver Reload (1,600) - Imbue: Flight [2]

If purchased before Mercurial upgrade:

  • Same logic - Flight benefits most from spirit bullets and ammo reload

Full Build Paths

Standard Spirit Sniper

Early (0-4k):
├── Extra Regen (800)
├── Extra Spirit (800)
├── Sprint Boots (800)
├── Rapid Rounds (800)
└── Extra Charge (800)

Mid (4k-15k):
├── Long Range (1,600) → Sharpshooter (3,200)
├── Improved Spirit (1,600)
├── Rapid Recharge (3,200)
└── Trophy Collector (3,200)

Late (15k+):
├── Boundless Spirit (6,400)
├── Surge of Power (3,200)
├── Mercurial Magnum (6,400)
└── Echo Shard (6,400) OR Ethereal Shift (6,400)

Situational Decision Tree

START: Do enemies have heavy dive?
│
├── YES → Add Metal Skin (3,200) mid-game
│         └── Still getting focused? → Ethereal Shift (6,400)
│
└── NO → Proceed with core build
         │
         ├── Heavy CC? → Dispel Magic (3,200) or Unstoppable (6,400)
         │
         └── Spirit burst? → Dispel Magic (3,200)

Items NOT to Buy

Close Quarters (800) - TRAP

  • Vindicta wants maximum DISTANCE, not close range
  • Directly conflicts with Long Range and Sharpshooter
  • If enemies are in close range, you're already dead

Melee Lifesteal (800) / Lifestrike (3,200) - TRAP

  • Vindicta has 725 HP base - melee range = instant death
  • No melee damage scaling in her kit
  • Zero synergy with sniper playstyle

Toxic Bullets (3,200) - WEAK

  • Requires stacking bleed through sustained fire (BuildUpPerShot: 1.16)
  • Vindicta's fire rate is 4.329/s - takes 4+ seconds to build full stacks
  • By the time bleed is stacked, target should be dead from Assassinate
  • Better on high fire rate heroes (Haze, McGinnis)

Glass Cannon (6,400) - RISKY

  • -15% Max Health on already the squishiest hero in the game
  • Lose stacks on death (1 per death)
  • Vindicta is not a sustained DPS carry - she's a burst assassin
  • The permanent Weapon Damage from Assassinate T3 is better scaling

Siphon Bullets (6,400) - TRAP (per INSIGHTS.md)

  • Worst item in the game
  • Stacks lost on death, low fire rate makes stacking slow
  • Same cost as Vampiric Burst which is strictly better

Game Phase Strategy

Lane Phase (0-8 min)

  1. Trade with Long Range advantage - Stay beyond 15m, poke with Long Range bonus
  2. Rush Assassinate T1 at 3.6k souls for CDR
  3. Farm kills, not jungle - Vindicta is bad at jungle, excellent at picks
  4. Use Stake to set up kills - T1 Fire Rate Slow is devastating

Mid Game (8-20 min)

  1. Trophy Collector timing - Get by 8-10 min to maximize stacks
  2. Roam constantly - Snipe kills grant permanent Weapon Damage
  3. Urn fights - Use Flight for positioning, snipe low-health targets
  4. Never frontline - You have 725 HP, play the backline

Late Game (20+ min)

  1. Assassinate T3 is massive - +9% Weapon Damage per kill, retroactive
  2. Echo Shard for double ultimate in team fights
  3. Position on high ground during Flight - you're untouchable
  4. Execute low-health targets - bonus damage below 50% HP

Key Positioning Tips

  • Flight duration with T2: 23 seconds - use it for repositioning, not just damage
  • Stay beyond 15m for Sharpshooter bonus (+70 Weapon Damage)
  • Use Stake to peel divers - 40% Fire Rate Slow is significant
  • Crow Familiar T3 reduces both Bullet AND Spirit Resist by 8%

Power Spike Timings

Souls Spike What Changes
3.6k Assassinate unlock Can start hunting kills
5-6k Assassinate T1 + Trophy Roaming phase begins
10k Rapid Recharge 4 Assassinate charges
15k Sharpshooter + Boundless Massive range damage
20k+ Mercurial + kills Spirit bullets dominate

Counter-Play Awareness

Vindicta is WEAK against:

  • Hard dive (Lash, Shiv, Abrams) - Buy Metal Skin/Ethereal Shift
  • Long range CC (Bebop hook, Warden cage) - Buy Unstoppable
  • AOE that catches her in Flight (Seven ult, Infernus) - Position carefully

Vindicta is STRONG against:

  • Squishy backliners - Assassinate executes them
  • Immobile heroes - Can't escape your range
  • Teams without gap closers - Free positioning

Sources

  • Tracklock.gg community builds (48% WR, 247 matches analyzed)
  • INSIGHTS.md pro player strategies
  • CLI item verification (all stats confirmed)

Viscous Build Guide: Gun Hybrid

Build Name: Gun Hybrid ("High Viscosity Rounds") Archetype: Spirit/Gun Hybrid Initiator Difficulty: Medium Meta Status: C Tier - Goo Ball weak vs M1 carries, gun hybrid builds recommended

Hero Overview

Viscous is a versatile utility hero that focuses on area denial and survivability through goo-based abilities. In the current meta, pure Goo Ball builds struggle against gun carries, so the recommended approach is a gun + spirit hybrid that uses Express Shot and Mystic Shot for burst poke while reserving Goo Ball for objectives and escapes.

Core Stats

Stat Value
Health 750 (+44/boon)
DPS 49
Bullet Damage 10.34 (+0.36/boon)
Fire Rate 4.76/s
Ammo 20
Reload Time 2.5s
Stamina 3
Move Speed 7.2 m/s

Abilities

[1] Splatter - Primary Poke

Stat Base T1 T2 T3
Damage 70 +36 (106) - +0.4 scaling
Radius 5m +1m (6m) - -
Cooldown 30s - -12s (18s) -
Bounces 0 - - +2
Puddle Duration 10s - - -

Upgrade Priority: T1 → T2 → T3

  • T1 early for damage/radius
  • T2 for cooldown reduction (essential)
  • T3 for multi-target damage with bounces

[2] The Cube - Clutch Save

Stat Base T1 T2 T3
Duration 3s - +1s (4s) -
Health Regen 40 - +25 (65) -
Cooldown 42s - - -21s (21s)
Move Speed - +2.5 m/s - -
Stamina CDR - +30% - -
Purge Debuffs No - - Yes

Upgrade Priority: T1 → T3 → T2

  • T1 for mobility while cubed
  • T3 for cooldown and purge (game-changing)
  • T2 for extended duration/heal

Warning: Cube can accidentally grief teammates by preventing them from acting at critical moments. Use wisely.

[3] Puddle Punch - Displacement

Stat Base T1 T2 T3
Damage 69.3 - +27 (96.3) Heavy Melee Damage
Radius 4.5m - - -
Slow 15% - +15% (30%) -
Slow Duration 4s - - -
Cooldown 24s - - -12s (12s)
Charges 1 +1 (2) - -

Upgrade Priority: T1 → T2 → T3

  • T1 for double charge (excellent value)
  • T2 for damage and slow
  • T3 for heavy melee damage and CDR

Tip: T3 Puddle Punch deals Heavy Melee Damage - use for melee soul confirms at range.

[4] Goo Ball - Ultimate

Stat Base T1 T2 T3
Damage 110 - +72 (182) -
Duration 9s +5s (14s) - -
Stun 0.7s - - -
Radius 1.4m - - -
Bullet Resist 60% - - -
Spirit Resist 60% - - -
Cast While Rolling No - - Yes

Upgrade Priority: T1 → T3 → T2

  • T1 for extended duration (critical)
  • T3 for casting abilities while rolling (essential for Warp Stone combos)
  • T2 for damage

Meta Note: Goo Ball is weak vs M1 carries in current meta. Use situationally for:

  • Objective contests (Urn, Mid-Boss)
  • Escapes when caught out
  • Initiation with Warp Stone (requires T3)
  • NOT as primary engagement tool

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
High-Velocity Rounds Weapon 800 Faster projectiles for farming
Mystic Burst Spirit 800 +40 burst on Splatter
Extra Spirit Spirit 800 Universal spirit scaling
Extra Stamina Vitality 800 Mobility, Arcane Surge component
Healing Rite Vitality 800 Lane sustain (or Extra Regen)

Early Game Total: 4,000 souls

Lane Phase Strategy:

  • Use Splatter for wave clear and poke
  • High-Velocity Rounds helps confirm soul orbs
  • Mystic Burst makes Splatter hit for 110 damage
  • Extra Stamina enables dash-jump mobility

Mid Game (4k-15k souls)

Item Category Cost Purpose
Arcane Surge Spirit 1,600 +15% range/duration on dash-jump
Mystic Shot Weapon 1,600 Spirit damage bullet proc
Warp Stone Vitality 3,200 Essential mobility + bullet resist
Express Shot Weapon 3,200 Double shot burst damage
Superior Cooldown Spirit 3,200 20% CDR for all abilities

Mid Game Total: 12,800 souls (cumulative: 16,800)

Mid Game Strategy:

  • Rush Warp Stone - essential for T3 Goo Ball maneuvering
  • Arcane Surge before abilities for +15% range/duration
  • Express Shot + Mystic Shot for burst poke
  • Superior Cooldown reduces Splatter to 14.4s with T2 upgrade

Late Game (15k+ souls)

Item Category Cost Purpose
Burst Fire Weapon 3,200 +32% fire rate proc
Hollow Point Weapon 3,200 +35% weapon damage when >65% HP
Colossus Vitality 6,400 Tankiness + enemy slow
Boundless Spirit Spirit 6,400 +35 spirit (+15% bonus)

Late Game Total: 19,200 souls (cumulative: 36,000)

Late Game Strategy:

  • Colossus active during Goo Ball makes you extremely tanky
  • Boundless Spirit scales all your spirit damage
  • Burst Fire + Hollow Point for sustained gun damage
  • Use Phantom Strike to teleport, pull enemy down, continue rolling

Flex Slot Options

Item Category Cost When to Buy
Phantom Strike Vitality 6,400 Gap close + disable
Diviner's Kevlar Vitality 6,400 If using Goo Ball heavily
Infuser Vitality 6,400 Sustained spirit lifesteal
Transcendent Cooldown Spirit 6,400 Maximum ability uptime

Category Investment Summary

Core Build (20 items)

Item Category Cost
High-Velocity Rounds Weapon 800
Mystic Burst Spirit 800
Extra Spirit Spirit 800
Extra Stamina Vitality 800
Healing Rite Vitality 800
Arcane Surge Spirit 1,600
Mystic Shot Weapon 1,600
Warp Stone Vitality 3,200
Express Shot Weapon 3,200
Superior Cooldown Spirit 3,200
Burst Fire Weapon 3,200
Hollow Point Weapon 3,200
Colossus Vitality 6,400
Boundless Spirit Spirit 6,400
Category Total Spent 4.8k Bonus
Weapon 12,000 ✓ +18% Weapon Damage
Vitality 11,200 ✓ +203 Health
Spirit 12,800 ✓ +19 Spirit Power

All three 4.8k thresholds are hit with core build.

Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Extra Stamina 800 Arcane Surge 1,600
High-Velocity Rounds 800 Express Shot 3,200
Mystic Burst 800 Tankbuster 3,200
Extra Health 800 Colossus 6,400
Spirit Lifesteal 1,600 Infuser 6,400
Superior Cooldown 3,200 Transcendent Cooldown 6,400

Upgrade Strategy:

  1. Buy Extra Stamina early → component of Arcane Surge
  2. High-Velocity Rounds → Express Shot upgrade path
  3. If going spirit-heavy, Mystic Burst → Tankbuster

Imbued Ability Assignments

Arcane Surge

Effect: +15% ability range/duration and +15 Spirit Power on dash-jump (7s window)

Usage: Dash-jump before casting any ability, especially:

  • Goo Ball - extends rolling duration
  • Splatter - increases puddle radius and damage

Compress Cooldown (if purchased instead of Superior Cooldown)

Recommended: Imbue Splatter (ability 1)

  • 30s base → 24.6s with 18% CDR
  • With T2 upgrade: 18s → 14.76s
  • Primary poke ability benefits most from uptime

Duration Extender (if using Goo Ball build)

Recommended: Imbue Goo Ball (ability 4)

  • 9s base → 10.98s with 22% duration
  • With T1 upgrade: 14s → 17.08s
  • More rolling time = more damage and survivability

Full Build Paths

Gun Hybrid (Recommended)

START
  │
  ├─► High-Velocity Rounds (800)
  ├─► Mystic Burst (800)
  ├─► Extra Spirit (800)
  └─► Extra Stamina (800)
       │
       ▼
  ├─► Arcane Surge (1,600) [upgrades Extra Stamina]
  ├─► Mystic Shot (1,600)
  └─► Warp Stone (3,200) ◄── CORE MOBILITY
       │
       ▼
  ├─► Express Shot (3,200) [upgrades High-Velocity Rounds]
  └─► Superior Cooldown (3,200)
       │
       ▼
  ├─► Burst Fire (3,200)
  ├─► Hollow Point (3,200)
  └─► Colossus (6,400) ◄── SURVIVABILITY
       │
       ▼
  └─► Boundless Spirit (6,400) ◄── SCALING

Spirit Goo Ball (Situational)

START
  │
  ├─► Extra Regen (800)
  ├─► Monster Rounds (800) [sell later]
  ├─► Extra Spirit (800)
  └─► Mystic Burst (800)
       │
       ▼
  ├─► Arcane Surge (1,600)
  ├─► Duration Extender (1,600) [imbue: Goo Ball]
  └─► Superior Cooldown (3,200)
       │
       ▼
  ├─► Greater Expansion (3,200)
  ├─► Torment Pulse (3,200)
  └─► Warp Stone (3,200)
       │
       ▼
  ├─► Scourge (6,400) ◄── GOO BALL SYNERGY
  ├─► Diviner's Kevlar (6,400)
  └─► Infuser (6,400)

Decision Tree: Item Choices

                    ┌─────────────────────┐
                    │  Enemy Team Comp?   │
                    └──────────┬──────────┘
                               │
          ┌────────────────────┼────────────────────┐
          │                    │                    │
     Gun-Heavy            Balanced            Spirit-Heavy
          │                    │                    │
          ▼                    ▼                    ▼
   ┌──────────────┐    ┌──────────────┐    ┌──────────────┐
   │ Battle Vest  │    │ Gun Hybrid   │    │ Enchanter's  │
   │ Colossus     │    │ Build        │    │ Emblem       │
   │ Metal Skin   │    │ (Default)    │    │ Spirit Resist│
   └──────────────┘    └──────────────┘    └──────────────┘

                    ┌─────────────────────┐
                    │  Do they have heal? │
                    └──────────┬──────────┘
                               │
                    Yes ───────┼─────── No
                     │                   │
                     ▼                   ▼
              ┌──────────────┐   ┌──────────────┐
              │ Healbane     │   │ Skip anti-   │
              │ (1,600)      │   │ heal items   │
              │ NOT Toxic    │   │              │
              │ Bullets      │   │              │
              └──────────────┘   └──────────────┘

Situational Items

vs Spirit-Heavy Teams

Item Cost Purpose
Enchanter's Emblem 1,600 +15 spirit resist when >65% HP
Spirit Resilience 3,200 Spirit resist when low HP
Infuser 6,400 80% spirit lifesteal active

vs Gun-Heavy Teams

Item Cost Purpose
Battle Vest 1,600 +18% bullet resist when >65% HP
Warp Stone 3,200 +30% bullet resist on teleport
Return Fire 1,600 60% bullet damage reflect
Metal Skin 3,200 Bullet immunity active (5s)
Colossus 6,400 +35% bullet resist active

vs Heavy Healing

Item Cost Purpose
Healbane 1,600 -35% healing for 8s on spirit damage
Suppressor 1,600 -28% fire rate debuff (also useful)

Note: Use Healbane, NOT Toxic Bullets. When in Goo Ball you can't shoot, so Toxic Bullets is useless. Healbane applies via Splatter and Torment Pulse.

vs Heavy CC

Item Cost Purpose
Unstoppable 6,400 CC immunity (5.5s), can't use while stunned
Cube T3 - Purges debuffs (not ults)

Items NOT to Buy

Siphon Bullets (6,400)

Why it's a trap: Stacks are lost on death. Viscous dies frequently when diving with Goo Ball. For the same cost, Vampiric Burst gives:

  • +40% fire rate
  • 80% burst lifesteal
  • +100 HP
  • No stack risk

Siphon Bullets requires 7+ stacks to match Vampiric Burst's passive lifesteal and 14+ kills to build meaningful stacks.

Toxic Bullets (3,200)

Why it's a trap: When in Goo Ball, you can't shoot. Toxic Bullets only applies via bullets. Use Healbane instead (1,600) - it applies via all spirit damage including Splatter, Torment Pulse, and Scourge.

Superior Duration over Duration Extender

Why it's a trap: Duration Extender gives +22% duration for 1,600 souls. Superior Duration gives +28% duration for 3,200 souls. That's only 6% more for double the cost. Only Goo Ball benefits meaningfully from duration - the upgrade isn't worth it unless you have nothing else to buy.

Ethereal Shift (6,400)

Why it's a trap for Viscous: You already have The Cube for invulnerability and self-protection. Goo Ball provides 60% resists. Spending 6,400 souls on another defensive active is redundant. Use that slot for damage or utility instead.

Game Phase Strategy

Lane Phase (0-8 min)

  • Use Splatter to secure denies and poke
  • High-Velocity Rounds helps confirm distant soul orbs
  • Trade aggressively with Mystic Burst + Splatter (110 damage combo)
  • Save Puddle Punch for escapes or ganks
  • Cube yourself or ally when dove

Mid Game (8-20 min)

  • Rush Warp Stone for mobility
  • Get T3 on Goo Ball ASAP for cast-while-rolling
  • Use Goo Ball for Urn contests and objective steals
  • Warp Stone + Goo Ball combo: Roll in, Warp Stone to reposition, continue rolling
  • Cube allies being focused in teamfights

Late Game (20+ min)

  • Initiate with Goo Ball into backline OR peel for carries with Cube
  • Colossus active during Goo Ball for maximum tankiness
  • Express Shot + Burst Fire for sustained damage between abilities
  • Use Phantom Strike (if purchased) to catch fleeing enemies

Team Fight Priority

  1. Disrupt: Goo Ball into enemy backline, chain stun multiple targets
  2. Protect: Cube your carry when they're being dove
  3. Damage: Splatter + gun damage during cooldown windows
  4. Peel: Puddle Punch knockups to protect allies

Counter-Play Awareness

Viscous Struggles Against

  • Infernus: Evades Goo Ball, Afterburn ticks you down while rolling
  • Haze: Tools to evade chaos, guns you down outside Goo Ball
  • High DPS carries: M1 damage melts you despite 60% resists

Viscous Excels Against

  • Immobile heroes: Easy Goo Ball targets
  • Dive comps: Cube negates burst, Puddle Punch disrupts
  • Objective teams: Contest every Urn and Mid-Boss

Ability Counter-Play

  • Puddle Punch can be parried - skilled opponents will punish predictable usage
  • Goo Ball is predictable - enemies with good stamina management can avoid
  • Cube can grief allies - don't cube teammates mid-combo

Summary

Viscous's Gun Hybrid build leverages Express Shot and Mystic Shot for burst damage while using Goo Ball situationally. This approach is more reliable than pure Goo Ball builds in the current meta where M1 carries dominate. Focus on:

  1. Warp Stone as core mobility
  2. Express Shot + Mystic Shot for burst poke
  3. Superior Cooldown for ability uptime
  4. Colossus for late-game survivability
  5. Goo Ball for objectives, not primary engagement

Vyper: Venomous Gunslinger Build

A gun-focused assassin build that leverages Vyper's extremely high fire rate (14.286/s) to stack bullet procs while using her abilities to lock down and execute isolated targets.

Hero Overview

Stat Value Notes
Health 750 (+35/boon) Low - need survivability items
Stamina 4 High - excellent mobility
DPS 94 6.58 dmg × 14.286 fire rate
Ammo 24 Moderate - benefits from Kinetic Dash
Falloff 15m-33m Forces close-mid range engagement

Weapon: The Rattler - One of the highest fire rates in the game, making Vyper exceptional with bullet proc items.

Core Playstyle

Vyper is a pick-off assassin who excels at catching isolated targets:

  1. Engage: Daggers slow + shred bullet resist
  2. Burst: High fire rate gun with stacked procs
  3. Execute: Lethal Venom finishes low HP targets
  4. Escape: Slither mobility + Warp Stone teleport

Key Mechanic: Lethal Venom deals bonus damage based on MISSING health (20-140 + spirit scaling). It also ignores Petrify's damage block, creating a deadly combo: Petrify → Venom → unblockable execute damage.


Ability Data

[1] Screwjab Dagger

Stat Base Scaling
Damage 50 +0.8 per spirit
Stack Damage +25 +0.4 per spirit
Slow 35% +15% per stack
Duration 2s
Charges 2
Cooldown 10s 4.5s between charges

Upgrades:

Tier Effect Priority
T1 +1 Charge (3 total) ★★★ Early
T2 -8% Bullet Resist, -5% per stack ★★★ Core
T3 55% Cooldown Refund ★★ Late

Build Synergy: T2 upgrade provides -8% to -23% bullet resist reduction, making your gun damage significantly more effective.

[2] Lethal Venom

Stat Base Scaling
Min Damage (100% HP) 20 +0.651 per spirit
Max Damage (30% HP) 140 +2.79 per spirit
Range 15m
Cooldown 24s
Duration 3s

Upgrades:

Tier Effect Priority
T1 +31.5 Max Venom Damage ★★ Mid
T2 -40% Healing Reduction, -8s CD ★★★ Core
T3 Bullets also build up Venom ★★★ Core

Build Synergy: T3 turns your gun into an execute machine - every bullet stacks venom buildup.

[3] Slither

Stat Base Scaling
Slide Distance +10%
Special Slide up hills, faster turning

Upgrades:

Tier Effect Priority
T1 +20% Slide Distance (30% total) ★ Low
T2 +2 Stamina (6 total) ★★★ Core
T3 Active: 180 barrier (+0.6 spirit), 8s CD ★★ Late

Build Synergy: T2 gives you 6 stamina - combined with stamina items, you become one of the most mobile heroes in the game.

[4] Petrifying Bola

Stat Base Scaling
Petrify Damage 180 +2.046 per spirit
AoE Damage 50 +0.744 per spirit
Petrify Duration 2s
AoE Radius 8m
Slow 50% 1.5s
Cooldown 90s

Upgrades:

Tier Effect Priority
T1 +49.5 Petrify Damage ★ Low
T2 -25s Cooldown (65s total) ★★★ Core
T3 +1s Petrify Duration (3s total) ★★ Late

Key Mechanic: Petrify blocks ALL damage EXCEPT Lethal Venom. Use Petrify → Venom for guaranteed execute damage.


Ability Upgrade Order

Points Ability Upgrade Reason
1 Screwjab Dagger T1 3 charges for lane trading
2 Lethal Venom T1 Execute damage increase
3-4 Lethal Venom T2 -40% heal reduction + 16s CD
5 Petrifying Bola T2 65s CD enables more picks
6-7 Slither T2 +2 stamina for mobility
8-10 Screwjab Dagger T2 Bullet resist shred
11-15 Lethal Venom T3 Gun applies venom
16-20 Petrifying Bola T3 3s petrify
21+ Screwjab Dagger T3 CD refund

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Close Quarters Weapon 800 +20% dmg within 15m, +20% melee resist
Rapid Rounds Weapon 800 +9% Fire Rate (Burst Fire component)
Extra Stamina Vitality 800 +1 Stamina (Kinetic Dash component)
Extra Regen Vitality 800 +3 HP/s lane sustain
Healing Rite Vitality 800 300 HP heal active

Early Totals: 4,000 souls | Weapon: 1,600 | Vitality: 2,400

Lane Phase Focus:

  • Use daggers to slow and trade
  • Close Quarters active within 15m range
  • Extra Stamina for aggressive dash-jumps
  • Secure Medic Trooper heals when low

Mid Game (4k-15k souls)

Item Category Cost Purpose
Kinetic Dash Weapon 1,600 +25% Fire Rate + 6 ammo on dash-jump
Point Blank Weapon 3,200 +50% Weapon Damage within 15m, 25% slow
Hunter's Aura Weapon 3,200 -24% Bullet Resist vs solo targets
Burst Fire Weapon 3,200 +32% Fire Rate on hero hit
Warp Stone Vitality 3,200 11m teleport + 30% Bullet Resist

Mid Totals: 18,200 souls | Weapon: 12,000 | Vitality: 6,200

Power Spike: At Point Blank + Kinetic Dash, you deal +50% weapon damage with +25% fire rate within 15m. Combined with Dagger T2's bullet resist shred, isolated targets melt.

Late Game (15k+ souls)

Item Category Cost Purpose
Toxic Bullets Weapon 3,200 2% max HP bleed + 30% heal reduction
Glass Cannon Weapon 6,400 +80% Weapon Damage, +56% Fire Rate at max
Ricochet Weapon 6,400 65% damage bounces, +18% Fire Rate
Spellbreaker Vitality 6,400 75% spirit damage reduction proc

Late Totals: 40,600 souls | Weapon: 28,000 | Vitality: 12,600

Full Build DPS:

  • Base fire rate: 14.286 × (1.25 Kinetic + 0.32 Burst + 0.18 Ricochet + 0.56 Glass Cannon) = 33.0 shots/sec
  • Damage multipliers: +80% Glass Cannon, +50% Point Blank, +18% Category = ~650 DPS sustained
  • Plus: Toxic Bullets bleed, Ricochet splash, bullet resist shred

Category Investment Summary

Core Build (14 items)

Item Category Cost
Close Quarters Weapon 800
Rapid Rounds Weapon 800
Extra Stamina Vitality 800
Extra Regen Vitality 800
Healing Rite Vitality 800
Kinetic Dash Weapon 1,600
Point Blank Weapon 3,200
Hunter's Aura Weapon 3,200
Burst Fire Weapon 3,200
Warp Stone Vitality 3,200
Toxic Bullets Weapon 3,200
Glass Cannon Weapon 6,400
Ricochet Weapon 6,400
Spellbreaker Vitality 6,400
Category Total Spent 4.8k Bonus
Weapon 28,000 ✓ +18% Weapon Damage
Vitality 12,000 ✓ +203 Health
Spirit 0 ✗ (intentional - gun build)

Note: Spirit category is intentionally skipped. Vyper deals 84% physical damage - the 4.8k spirit bonus (+19 Spirit Power) provides minimal value compared to more weapon/vitality investment.


Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Close Quarters 800 Point Blank 3,200
Rapid Rounds 800 Burst Fire 3,200
Extra Stamina 800 Kinetic Dash 1,600
Extra Stamina 800 Stamina Mastery 3,200
Headshot Booster 800 Crippling Headshot 6,400
Debuff Reducer 1,600 Spellbreaker 6,400

Upgrade Strategy:

  1. Buy Close Quarters early → component of Point Blank
  2. Buy Rapid Rounds early → component of Burst Fire
  3. Buy Extra Stamina → Kinetic Dash (core), later buy second for Stamina Mastery
  4. Buy Debuff Reducer when facing CC → upgrades to Spellbreaker

Imbued Ability Assignments

This core build does not include imbued items. If you add situational imbued items:

Slowing Hex (if purchased vs mobile enemies):

  • Imbue: Lethal Venom [2]
  • Reason: Prevents escape during the 3s venom delay window

Superior Duration (if purchased for extended lockdown):

  • Imbue: Petrifying Bola [4]
  • Reason: Extends petrify from 2s → 2.56s (or 3s → 3.84s with T3)

Full Build Decision Tree

START: Lane Phase Items
├── Close Quarters (800) - Always
├── Rapid Rounds (800) - Always
├── Extra Stamina (800) - Always
└── Sustain choice:
    ├── Extra Regen (800) - Standard
    └── Healing Rite (800) - Burst heal

FIRST POWER SPIKE (3-4k):
└── Kinetic Dash (1,600) - Always

MID GAME CORE (8-15k):
├── Point Blank (3,200) - Always
├── Hunter's Aura (3,200) - Always (pick potential)
├── Burst Fire (3,200) - Always
└── Warp Stone (3,200) - Always (mobility + survival)

LATE GAME CARRY (15k+):
├── Toxic Bullets (3,200) - Always
│
├── Ahead? (3+ kills up)
│   └── Glass Cannon (6,400) → Ricochet (6,400)
│
├── Even or Behind?
│   └── Spellbreaker (6,400) → then damage
│
└── FLEX SLOT:
    ├── vs Healers: Crippling Headshot (6,400)
    ├── vs Casters: Silencer (6,400)
    ├── vs Gun carries: Metal Skin (3,200)
    └── Team fights: Ricochet (6,400)

Situational Items

vs Spirit-Heavy Comps

Item Cost When
Spellbreaker 6,400 CORE - 55.6% WR on Vyper, highest of any item
Spirit Resilience 3,200 +30% resist, +22% below 40% HP
Dispel Magic 3,200 Cleanse DoTs/debuffs + 250 heal

Priority: Spellbreaker is so strong on Vyper it's core in almost every game.

vs Gun-Heavy Comps

Item Cost When
Bullet Resilience 3,200 +30% resist, +22% below 40% HP
Metal Skin 3,200 5s bullet immunity (24s CD)
Warp Stone 3,200 +30% resist after teleport

Priority: Metal Skin is your panic button vs fed Haze/Wraith.

vs Heavy CC

Item Cost When
Reactive Barrier 1,600 Auto-barrier on stun/root/sleep
Dispel Magic 3,200 Cleanse + movement buff
Unstoppable 6,400 5.5s CC immunity

Priority: Reactive Barrier early, Unstoppable if CC is overwhelming.

vs Healing/Sustain

Item Cost When
Toxic Bullets 3,200 CORE - 30% heal reduction
Healbane 1,600 35% heal reduction on spirit damage
Crippling Headshot 6,400 35% heal reduction + resist shred

Priority: Toxic Bullets is already core. Add Crippling Headshot vs Abrams/Lady Geist.


Items NOT to Buy

Spirit Lifesteal (1,600) - TRAP

  • 16% lifesteal on spirit damage only
  • Vyper deals 84% physical damage
  • Her daggers and venom are her only spirit damage
  • Buy Instead: Bullet Lifesteal (1,600) - 16% lifesteal on ALL gun damage

Siphon Bullets (6,400) - TRAP

  • 6% lifesteal per stack, max 42% at 7 stacks
  • Loses stacks on death
  • Vyper is squishy (750 HP) - you WILL die
  • At 6,400 souls, requires 14+ kills to outperform alternatives
  • Buy Instead: Vampiric Burst (6,400) - 80% burst lifesteal, +40% fire rate, no stack risk

Ethereal Shift (6,400) - SITUATIONAL ONLY

  • 4s invulnerability is defensive, not proactive
  • Vyper wants aggressive items to snowball
  • Slither + Warp Stone provides enough escape
  • 6,400 souls better spent on Glass Cannon/Ricochet
  • Only Buy: vs double burst mage comps (Seven + Pocket)

Mystic Vulnerability (1,600) - INEFFICIENT

  • Shreds spirit resist
  • Vyper deals 84% physical damage
  • Only helps daggers and venom slightly
  • If you want hybrid: Spirit Shredder Bullets provides both damage types

Game Phase Strategy

Lane Phase (0-8 min)

Trading Pattern:

  1. Dash-jump to proc Kinetic Dash (when purchased)
  2. Open with 2-3 daggers for slow + resist shred
  3. Burst with gun while they're slowed
  4. Slide away with Slither if they re-engage

Wave Management:

  • Push waves to create pressure
  • Use high fire rate to secure last hits easily
  • Medic Trooper heal is crucial - kill it last when low HP
  • With Close Quarters, threaten enemies who contest wave

Power Spike at 2.8k: Kinetic Dash transforms your trading. Dash-jump → unload magazine with +25% fire rate.

Mid Game (8-20 min)

Rotation Priority:

  1. Shove your wave first
  2. Look for isolated picks in jungle/rotations
  3. Contest urn with team (your slow + petrify enables delivery)
  4. Farm sinners at 8 minutes with high fire rate

Pick Combo:

  1. Warp Stone into range
  2. Daggers for slow + bullet resist shred
  3. Petrifying Bola for lockdown
  4. Lethal Venom during petrify (ignores damage block)
  5. Gun them down as venom ticks

Hunter's Aura Timing: At 3,200 souls, Hunter's Aura turns you into a 1v1 monster. -24% bullet resist + -33% fire rate vs solo targets. Look for isolated enemies.

Late Game (20+ min)

Team Fight Role: Assassin/Secondary Carry

  • Stay on flanks, don't frontline
  • Wait for enemy CC to be used
  • Petrify priority targets (healers, carries)
  • Glass Cannon + Ricochet for multi-target damage

Target Priority:

  1. Supports/Healers (they're squishy, you execute them)
  2. Carries without Ethereal Shift
  3. Tanks (last - Toxic Bullets helps but they're tough)

Ricochet Value: In team fights, Ricochet bounces apply ALL your bullet procs (Toxic Bullets, Slowing Bullets if purchased, Silencer). Aim at grouped enemies.


Matchup Notes

Strong Against

  • Squishy targets: Your execute combo kills them before they can react
  • Immobile heroes: Daggers + Petrify means no escape
  • Healers: Toxic Bullets + Lethal Venom T2 (-40% healing) shuts down sustain

Weak Against

  • Burst mages (Seven, Pocket): 750 HP means you die to full combos. Buy Spellbreaker.
  • Tanks (Abrams, Mo & Krill): They survive your burst and run you down. Kite with daggers.
  • Haze with Bullet Dance: Metal Skin is mandatory, or don't fight during ult.

Key Cooldowns to Track

  • Abrams Charge: 37s - play aggressive when down
  • Haze Bullet Dance: 90s+ - only commit after she ults
  • Seven Storm Cloud: Track his ult, don't group up
  • Warden Cage: Keep 2 stamina to escape

Summary

Vyper is a gun-focused assassin who stacks bullet procs with her high fire rate while using abilities to lock down and execute targets. The build prioritizes:

  1. Weapon investment (28k souls) for +18% category bonus
  2. Bullet proc items that leverage 14.286 fire rate
  3. Close-range damage (Point Blank, Hunter's Aura)
  4. Mobility (Kinetic Dash, Warp Stone, Slither)
  5. Defensive tech (Spellbreaker) for survivability

Win Condition: Catch isolated targets, burst them with your gun, execute with Lethal Venom. In team fights, stay on flanks and clean up with Ricochet bounces.

Warden Build Guide - Iron Guardian

Build Archetype: Gun Warden (Brawler-Carry Hybrid) Playstyle: Aggressive frontline carry who uses crowd control to set up devastating gun damage while sustaining through fights with barriers and lifesteal.

Hero Overview

Warden is a Brawler who transforms into the strongest raw gun carry in the game while being nearly unkillable. His kit provides everything needed to dominate extended fights: weapon damage debuffs (Flask), survivability (Willpower barrier + Last Stand resists), and lockdown (Binding Word).

Core Stats

Stat Value Notes
Health 775 (+58/boon) Above average base HP
Weapon DPS 66 Mid-tier, scales well
Fire Rate 3.81/s Needs fire rate items
Ammo 17 Kinetic Dash adds +6
Reload 2.9s Slow - address with items
Falloff 20m-58m Excellent effective range

Why Gun Warden Works

  1. Flask + Binding Word provide crowd control to stay in gun range
  2. Willpower barrier enables aggressive trades
  3. Last Stand gives massive resists and healing during channel
  4. High sustain lets you build pure damage (Glass Cannon) without dying

Ability Data

Ability Upgrade Priority

Max Order: Flask → Willpower → Last Stand → Binding Word

Ability Priority Key Upgrades
Alchemical Flask 1st (Max) T3: -6.5s CD, +35% fire rate slow
Willpower 2nd (Max) T2: 23s CD, T3: 275 barrier
Last Stand 3rd (3+ pts) T2: +40.5 DPS, T3: +50% resists
Binding Word 4th (1-2 pts) T1: 2.75s immobilize

Ability Details

[1] Alchemical Flask - 12s CD → 5.5s at T3

  • Damage: 60 → 96 at T2
  • Debuff: Reduces enemy weapon damage and move speed (7s)
  • T3 adds +35% Fire Rate Slow - devastating in trades

[2] Willpower - 42s CD → 23s at T2

  • Barrier: 125 → 275 at T3
  • Move Speed: +15% → +35% at T1
  • Use to engage or survive burst

[3] Binding Word - 37s CD → 18s at T2

  • Damage: 110 spirit
  • Immobilize: 1.75s → 2.75s at T1
  • T3: -20% Bullet Armor Reduction (6s)
  • Force enemies to burn stamina or eat free damage

[4] Last Stand - 155s CD → 125s at T2

  • Channel: 2s charge, then 6s → 8.5s at T3
  • Pulse DPS: 70 → 110.5 at T2
  • Resists: Base + 50% bullet/spirit at T3
  • Healing: % of damage dealt (reduced by anti-heal)

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Monster Rounds Weapon 800 Wave shove, upgrades to Cultist
Headshot Booster Weapon 800 Lane trading burst
Extra Stamina Vitality 800 Component for Kinetic Dash
Battle Vest Vitality 1,600 +15% damage above 65% HP

Lane Phase Notes:

  • Flask enemies before trading - fire rate slow wins exchanges
  • Use Headshot Booster on cooldown (9s CD, +45 damage)
  • Battle Vest threshold synergizes with Warden's sustain kit
  • Push wave before taking side camps or boxes

Mid Game (4k-15k souls)

Item Category Cost Purpose
Kinetic Dash Weapon 1,600 +25% fire rate on dash-jump
Bullet Lifesteal Vitality 1,600 Core sustain
Cultist Sacrifice Weapon 3,200 Buy at 8 min, consume T3 camp
Toxic Bullets Weapon 3,200 2% max HP bleed + anti-heal
Hollow Point Weapon 3,200 +35% damage above 65% HP
Enduring Speed Vitality 1,600 +2 m/s, +25% slow resist
Surge of Power Spirit 3,200 Imbue Flask, fire rate on cast

Mid Game Power Spikes:

  • 8 minutes: Cultist Sacrifice ready - consume T3 camp for 160s buff (+8% weapon damage, +50 HP, etc.)
  • Ultimate unlock: Last Stand T3 with resists makes you nearly unkillable during channel
  • Kinetic Dash: MUST dash-jump before every fight for +25% fire rate, +6 ammo

Late Game (15k+ souls)

Item Category Cost Purpose
Glass Cannon Weapon 6,400 +80% weapon damage
Vampiric Burst Vitality 6,400 80% lifesteal active
Colossus Vitality 6,400 +15% base HP, +35% resists active
Unstoppable Vitality 6,400 Protected Last Stand channel

Late Game Playstyle:

  • Pop Colossus + Last Stand together for maximum tankiness
  • Glass Cannon stacks on kills (+7% fire rate each, up to 8 stacks)
  • Vampiric Burst active (80% lifesteal for 4.5s) during team fights
  • Unstoppable prevents interrupts on your ultimate channel

Category Investment Summary

Core Build (16 items)

Item Category Cost
Monster Rounds Weapon 800
Headshot Booster Weapon 800
Extra Stamina Vitality 800
Battle Vest Vitality 1,600
Kinetic Dash Weapon 1,600
Bullet Lifesteal Vitality 1,600
Enduring Speed Vitality 1,600
Cultist Sacrifice Weapon 3,200
Toxic Bullets Weapon 3,200
Hollow Point Weapon 3,200
Surge of Power Spirit 3,200
Glass Cannon Weapon 6,400
Vampiric Burst Vitality 6,400
Colossus Vitality 6,400
Unstoppable Vitality 6,400
Category Total Spent 4.8k Bonus
Weapon 19,200 ✓ +18% Weapon Damage
Vitality 24,800 ✓ +203 Health
Spirit 3,200 ✗ (buy more if needed)

Note: Spirit is intentionally low because Warden is a gun carry. The +19 Spirit Power bonus is less valuable than more weapon/vitality investment. Surge of Power alone provides enough spirit scaling for Flask and Toxic Bullets.

Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Monster Rounds 800 Cultist Sacrifice 3,200
Extra Stamina 800 Kinetic Dash 1,600
Sprint Boots 800 Enduring Speed 1,600
Extra Health 800 Colossus 6,400
Bullet Lifesteal 1,600 Vampiric Burst 6,400
Debuff Reducer 1,600 Unstoppable 6,400

Upgrade Strategy:

  1. Buy Monster Rounds early → component of Cultist Sacrifice
  2. Buy Extra Stamina → component of Kinetic Dash
  3. Buy Bullet Lifesteal mid game → component of Vampiric Burst
  4. Sell Headshot Booster late game (doesn't upgrade)

Imbued Ability Assignments

Surge of Power → Alchemical Flask (Slot 1)

Why Flask:

  • Flask has 5.5s CD at T3 - most frequently used ability
  • Each Flask cast grants: +24 spirit to Flask, +1.75 m/s, +20% fire rate, full speed while shooting (8s)
  • Constant uptime on Surge buff during fights
  • Spirit power buffs Flask damage and Toxic Bullets DoT scaling

Alternative: Binding Word

  • If you need setup, Surge on Binding Word gives move speed to follow up on immobilized targets
  • Less uptime but stronger single-target burst windows

Full Build Decision Tree

START: Lane Phase
├── Winning Lane?
│   ├── YES → Headshot Booster → Battle Vest → Kinetic Dash
│   │         Push aggressively, invade enemy jungle
│   │
│   └── NO → Extra Regen → Battle Vest → Bullet Lifesteal
│            Play safe, farm to Cultist Sacrifice timing
│
├── 8 MINUTES: Cultist Sacrifice Ready
│   └── Back for T3 camp consume → 160s power spike
│
├── MID GAME: Check Enemy Comp
│   ├── Gun-Heavy (Haze, Wraith, Grey Talon)
│   │   └── Add: Metal Skin or Plated Armor
│   │
│   ├── Spirit-Heavy (Seven, Infernus, Pocket)
│   │   └── Add: Fury Trance + Spirit Resilience
│   │
│   └── CC-Heavy (Paradox, Lash, Dynamo)
│       └── Rush: Unstoppable (protect Last Stand)
│
└── LATE GAME: Core Complete
    ├── Ahead → Glass Cannon → Lucky Shot
    │          Snowball with kill stacks
    │
    └── Behind → Colossus → Vampiric Burst
               Survive to reach full build

Situational Items

vs Spirit-Heavy Teams

Item Cost When to Buy
Fury Trance 3,200 +40% spirit resist active, +30% fire rate
Spirit Resilience 3,200 +30% resist, +22% more below 40% HP
Witchmail 6,400 +20% resist, reduces CDs when taking spirit
Spellbreaker 6,400 75% reduction on high spirit hits
Diviner's Kevlar 6,400 +1000 barrier on Last Stand cast

vs Gun-Heavy Teams

Item Cost When to Buy
Metal Skin 3,200 5s bullet immunity active
Plated Armor 6,400 30% chance to deflect bullets
Heroic Aura 3,200 +15% bullet resist for team

vs Heavy CC

Item Cost When to Buy
Unstoppable 6,400 CORE - immune to stun/silence/sleep 5.5s
Counterspell 3,200 Parry blocks ability damage
Slowing Hex 1,600 Setup for Binding Word, silences dashes
Curse 6,400 Counter Metal Skin, remove enemy buffs

Utility Options

Item Cost When to Buy
Healing Rite 800 Lane sustain if struggling
Slowing Hex 1,600 Guarantees Binding Word hits
Juggernaut 6,400 Late game mobility + slow resist

Items NOT to Buy

Siphon Bullets (6,400 souls) - NEVER

Why it's a trap:

  • 6% lifesteal per stack (max 7 stacks = 42%)
  • Lose stacks on death
  • Same cost as Vampiric Burst which gives: 80% burst lifesteal, +34% fire rate, +16% passive lifesteal, no stack risk
  • Warden plays aggressively and will die sometimes → lose all stacks
  • Even at max stacks, Vampiric Burst outperforms in burst scenarios

Torment Pulse (3,200 souls) - Poor Choice

Why it's bad for Warden:

  • Only 19 DPS sustained damage to 2 nearby enemies
  • Warden is a gun carry with 200+ DPS late game
  • 19 DPS is insignificant compared to your gun output
  • Better on sustained brawlers like Abrams or Mo & Krill

Mystic Vulnerability (1,600 souls) - Bad Early

Why it doesn't work:

  • Reduces enemy spirit resist by percentage
  • Enemies start with 0% spirit resist in early game
  • Shredding 0% does nothing
  • Only valuable late if enemies have Spirit Resilience/Dispel Magic

Spirit Burn (6,400 souls) - Wrong Hero

Why it's bad for Warden:

  • Requires dealing repeated spirit damage ticks
  • Warden deals burst spirit (Flask, Binding Word) not sustained
  • Your gun damage doesn't apply Spirit Burn
  • Better on Infernus, Seven, or other sustained spirit dealers

Game Phase Strategy

Lane Phase (0-9 minutes)

  1. First wave: Contest for wave priority, don't take free damage
  2. Flask before trading: The fire rate slow (+35% at T3) wins exchanges
  3. Medic Trooper: Kill yours LAST when damaged for max heal
  4. Pre-8 min goal: Battle Vest + Kinetic Dash online
  5. 8 minute spike: Back for Cultist Sacrifice, consume T3 camp immediately

Trading Philosophy:

  • Always play to WIN, not to "not lose"
  • Warden's sustain (Willpower + Last Stand) means you can recover from trades
  • Flask debuff makes enemies deal less damage → take favorable trades

Mid Game (9-20 minutes)

  1. Farm priority: Sinners > T3 camps > Mid boxes (spawn at 10 min)
  2. Cultist uptime: 160s buff, 270s CD - track it for fights
  3. Rotation matching: If you won lane, match enemy losers' rotations
  4. Walker timing: Don't force pre-16 min (high resist), focus on kills
  5. Urn control: Warden excellent at urn fights - Flask + Last Stand

Power Spike Timing:

  • Glass Cannon + Hollow Point = peak DPS (around 12-15k souls)
  • Use ultimate advantage IMMEDIATELY when you get it

Late Game (20+ minutes)

  1. Colossus + Last Stand combo: Use together for maximum tankiness
  2. Vampiric Burst timing: 4.5s of 80% lifesteal - pop in team fights
  3. Unstoppable channel: Activate before Last Stand to prevent interrupts
  4. Glass Cannon stacks: Don't die - each death loses a stack
  5. Win condition: Find good fight → Mid-Boss → push with rejuv buff

Team Fight Execution:

  1. Dash-jump for Kinetic Dash buff
  2. Flask priority targets for fire rate slow
  3. Binding Word key threats
  4. Pop Colossus + Last Stand when focused
  5. Vampiric Burst active when low

Counter-Play Awareness

Threats to Watch

Hero Threat Counter Item
Haze Bullet Dance: ~2000 damage over 4s Metal Skin or Unstoppable
Seven Storm Cloud sustained spirit Fury Trance + Spirit Resilience
Lash Ground Strike burst Willpower barrier timing
Paradox Time Wall stun Counterspell
Lady Geist Life Drain sustain Toxic Bullets (anti-heal)

What Counters Warden

  • Silence during Last Stand channel - MUST buy Unstoppable
  • Anti-heal (Toxic Bullets, Healbane) reduces Last Stand healing
  • Curse removes Colossus/Willpower buffs
  • Heavy CC chains before ult is active
  • Kiting if Willpower is on cooldown

Your Counters to Enemy Items

Enemy Item Your Counter
Metal Skin Curse (removes buffs)
Ethereal Shift Curse or wait out 4s
Heavy healing Toxic Bullets (-30% healing)
Spirit Armor Gun damage ignores spirit resist

Build Summary

Core Items (always buy):

  1. Kinetic Dash - transforms your DPS
  2. Toxic Bullets - best gun item in game
  3. Glass Cannon - massive damage spike
  4. Colossus - unkillable tank mode
  5. Vampiric Burst - teamfight sustain

Key Timings:

  • 8 min: Cultist Sacrifice T3 camp
  • Ultimate unlock: Massive power spike
  • 15k souls: Peak DPS window
  • 25k souls: Full build unkillable

Remember:

  • Dash-jump before EVERY fight
  • Flask enemies before trading
  • Colossus + Last Stand together
  • Don't die with Glass Cannon stacks

Wraith Build Guide: Ricochet Silencer

Hero: Wraith Build Type: Gun Carry / Hybrid Playstyle: High-DPS marksman with single-target lockdown Last Updated: 2026-02-05


Hero Overview

Wraith is a gun-focused carry who excels at sustained damage and picking off isolated targets. Her high fire rate (10.58/s) and large magazine (52 ammo) make her one of the best bullet proc users in the game. Combined with Telekinesis for single-target lockdown, she can delete priority targets while maintaining constant pressure.

Core Stats

Stat Value Notes
Health 700 (+35/boon) Low - 4th lowest
Stamina 3 Standard
Move Speed 7.2 m/s Average
Sprint Speed 8.8 m/s High - good rotations
DPS 60 Medium
Fire Rate 10.58/s High - excellent for procs
Ammo 52 Large - fewer reloads
Reload Time 2.82s Moderate

Ability Overview

Ability Cooldown Key Effect Upgrade Priority
[1] Card Trick 0.7s 60 damage, generated by hits 2nd
[2] Project Mind 42s 25m teleport 3rd
[3] Full Auto 48s +20% fire rate (team aura) 1st
[4] Telekinesis 110s 2.75s stun, 20m range 4th

Ability Upgrade Priority

Full Auto (3) > Card Trick (1) > Project Mind (2) > Telekinesis (4)

  1. Full Auto T1-T3: T1 reduces CD by 14s. T3 gives +15% Bullet/Spirit Lifesteal during the buff - massive sustain spike.
  2. Card Trick T1-T3: T3 gives +50% summon rate and 30% slow for 1s - excellent chase/kite.
  3. Project Mind T1-T3: T3 reduces CD by 28s (14s final) - essential for Darling build variant.
  4. Telekinesis T1-T2: T2 adds +0.75s duration. T3 (bounce) is luxury if you have points.

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Regen Vitality 800 Lane sustain
Sprint Boots Vitality 800 Map movement
Headshot Booster Weapon 800 Burst trades
Monster Rounds Weapon 800 Farming NPCs
Kinetic Dash Weapon 1,600 Core - fire rate + stamina

Early Game Total: 4,800 souls

Lane Phase Strategy:

  • Use high fire rate to contest denies - you win orb fights
  • Card Trick provides consistent poke without traditional cooldowns
  • Headshot Booster chunks enemies in short trades
  • Sprint Boots + 8.8 m/s sprint speed lets you rotate quickly for buffs

Mid Game (4k-15k souls)

Item Category Cost Purpose
Toxic Bullets Weapon 3,200 Core - 2% max HP bleed, -30% healing
Fury Trance Vitality 3,200 Core - 40% burst lifesteal, +30% fire rate
Enduring Speed Vitality 1,600 Slow resistance, +2m move speed
Slowing Bullets Weapon 1,600 Chase potential, 30% slow
Burst Fire Weapon 3,200 +32% fire rate on hit for 3.5s

Mid Game Total: 12,800 souls (Running: 17,600)

Mid Game Strategy:

  • Toxic Bullets + high fire rate = rapid bleed stacks on everyone
  • Fury Trance provides burst sustain in fights - pop it before engaging
  • With Full Auto T3 (+15% lifesteal) + Fury Trance (40% active), you're extremely hard to kill
  • Start looking for solo walker opportunities - your DPS melts objectives

Late Game (15k+ souls)

Item Category Cost Purpose
Silencer Weapon 6,400 Core - 2.5s silence buildup
Ricochet Weapon 6,400 Core - bullets hit 2 additional targets
Vampiric Burst Vitality 6,400 80% burst lifesteal, +34% fire rate
Surge of Power Spirit 3,200 +24 spirit, +20% fire rate on ability

Late Game Total: 22,400 souls (Running: 40,000)

Late Game Strategy:

  • Ricochet + Silencer + Toxic Bullets = devastating combo
  • Every bullet ricochets to 2 targets, applying:
    • 2% max HP bleed
    • Silence buildup
    • -30% healing reduction
  • Telekinesis a priority target → Full Auto → melt them and nearby enemies
  • Vampiric Burst + Full Auto = 80%+ lifesteal during your damage window

Category Investment Summary

Core Build (10 items)

Item Category Cost
Extra Regen Vitality 800
Sprint Boots Vitality 800
Headshot Booster Weapon 800
Monster Rounds Weapon 800
Kinetic Dash Weapon 1,600
Toxic Bullets Weapon 3,200
Fury Trance Vitality 3,200
Silencer Weapon 6,400
Ricochet Weapon 6,400
Vampiric Burst Vitality 6,400
Category Total Spent 4.8k Bonus
Weapon 19,200 ✓ +18% Weapon Damage
Vitality 11,200 ✓ +203 Health
Spirit 0 ✗ (flex slot)

Note: Add Surge of Power (3,200 Spirit) to hit Spirit 4.8k threshold.

With Surge of Power:

Category Total Spent 4.8k Bonus
Weapon 19,200 ✓ +18% Weapon Damage
Vitality 11,200 ✓ +203 Health
Spirit 3,200 ✓ +19 Spirit Power

All three 4.8k thresholds hit with 11 core items.


Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Rapid Rounds 800 Burst Fire 3,200
Sprint Boots 800 Enduring Speed 1,600
Extra Spirit 800 Improved Spirit 1,600
Improved Spirit 1,600 Surge of Power 3,200
Bullet Lifesteal 1,600 Fury Trance 3,200
Bullet Lifesteal 1,600 Vampiric Burst 6,400
Headshot Booster 800 Crippling Headshot 6,400

Upgrade Strategy:

  1. Buy Sprint Boots early → upgrades to Enduring Speed
  2. If going Burst Fire, buy Rapid Rounds first (saves 800)
  3. Fury Trance and Vampiric Burst share Bullet Lifesteal component
  4. If you buy Headshot Booster early, it upgrades to Crippling Headshot

Imbued Ability Assignments

Surge of Power → Card Trick (Ability 1)

Why Card Trick:

  • Card Trick has no traditional cooldown - generates from weapon hits
  • Every card thrown triggers +24 spirit damage + move speed buff
  • With 4% generation per bodyshot / 6% per headshot, you throw cards constantly
  • Move speed buff helps you chase/kite while attacking

Alternative: Full Auto (Ability 3)

  • If you prefer burst windows, imbue Full Auto
  • +20% fire rate during the Full Auto duration
  • Less frequent procs but bigger impact windows

Quicksilver Reload → Card Trick (Ability 1)

If running Quicksilver Reload (not in core build):

  • Imbue Card Trick for constant +44 spirit damage procs
  • 100% ammo reload on ability use means less downtime
  • +10% fire rate stacks with other fire rate bonuses

Full Build Paths

Standard Gun Carry Path

Early (0-4k):    Extra Regen → Sprint Boots → Headshot Booster →
                 Monster Rounds → Kinetic Dash

Mid (4k-15k):    Toxic Bullets → Fury Trance → Enduring Speed →
                 Slowing Bullets → Burst Fire

Late (15k+):     Silencer → Ricochet → Vampiric Burst →
                 Surge of Power

Situational Decision Tree

                    ┌─────────────────────────────────────┐
                    │    After Toxic Bullets (3.2k)       │
                    └─────────────────────────────────────┘
                                    │
                    ┌───────────────┼───────────────┐
                    ▼               ▼               ▼
            vs Spirit-heavy    Standard       vs Gun-heavy
                    │               │               │
            ┌───────┴───────┐       │       ┌───────┴───────┐
            ▼               ▼       ▼       ▼               ▼
      Dispel Magic    Fury Trance (core)  Return Fire  Metal Skin
        (3,200)         (3,200)            (1,600)      (3,200)
                                    │
                    ┌───────────────┼───────────────┐
                    ▼               ▼               ▼
              Teamfight       Solo Picks      Snowballing
                    │               │               │
            ┌───────┴───────┐       │       ┌───────┴───────┐
            ▼               ▼       ▼       ▼               ▼
         Ricochet      Silencer  Glass Cannon  Crippling Headshot
         (6,400)        (6,400)    (6,400)         (6,400)

Situational Items

vs Spirit-Heavy (Seven, Infernus, Pocket, Lady Geist)

Item Cost When
Dispel Magic 3,200 Cleanse DoTs, +16% Spirit Resist
Fury Trance 3,200 +40% Spirit Resist during active
Ethereal Shift 6,400 Only vs unavoidable burst (Seven ult)

Key Threat: Seven's Storm Cloud deals ~2,000+ damage over 6s. Metal Skin doesn't help (spirit damage). Options:

  • Dispel Magic to cleanse stacks
  • Fury Trance for resist during
  • Teleport OUT with Project Mind

vs Gun-Heavy (Haze, Grey Talon, Wraith mirror)

Item Cost When
Return Fire 1,600 Punish enemies who shoot you
Metal Skin 3,200 5s bullet immunity - pop before Haze ult
Bullet Resilience 3,200 Passive bullet resist below 60% HP

Key Threat: Haze's Bullet Dance deals ~2,000 damage over 4s. Counter:

  • Metal Skin blocks all bullets for 5s
  • Project Mind to teleport away (requires timing)
  • Telekinesis to interrupt the channel

vs Heavy CC (Lash, Dynamo, Mo & Krill)

Item Cost When
Reactive Barrier 1,600 Auto-barrier + stamina on stun
Dispel Magic 3,200 Cleanse + move speed to escape
Unstoppable 6,400 5.5s CC immunity - luxury

Key Threat: Dynamo's Singularity pulls you in and locks you for 2.75s. Counter:

  • Pre-position with Project Mind
  • Reactive Barrier gives you barrier when pulled
  • Unstoppable prevents the pull entirely

vs Healing/Sustain (Abrams, Shiv, Lady Geist)

Item Cost When
Toxic Bullets 3,200 Core - -30% healing already
Healbane 1,600 Spirit damage applies -35% healing
Crippling Headshot 6,400 -35% healing on headshots

With Toxic Bullets in core build, you already have strong anti-heal. Add Crippling Headshot late game if Abrams/Shiv are carrying.


Items NOT to Buy

Siphon Bullets (6,400 souls) - NEVER BUY

CLI Data: +15% Weapon Damage, 6% lifesteal per stack, lose 2 stacks on death

Why It's Bad:

  • Same 6,400 cost as Vampiric Burst
  • Vampiric Burst gives:
    • Immediate +34% fire rate active
    • 80% burst lifesteal (no stacking required)
    • +16% passive lifesteal
    • +10% Bullet Resist
    • +100 Health
  • Siphon requires 14+ kills to match Vampiric Burst's passive lifesteal
  • You LOSE 2 stacks on death - one bad fight erases your investment
  • Vampiric Burst is strictly better in every scenario

Ethereal Shift (6,400 souls) - Situational Only

CLI Data: 45s CD, 4s invulnerability, +30% Spirit Resist after

Why It's Situational:

  • Wraith already has Project Mind for escapes
  • 6,400 souls is expensive for a defensive item
  • Better spent on Ricochet or Silencer for damage
  • Only buy if:
    • Enemy Haze is fed and you can't dodge Bullet Dance
    • Enemy Seven ult is killing you consistently
    • Multiple burst threats you can't outplay

Heavy Spirit Investment

Why It's Bad for Wraith:

  • Wraith's damage scales primarily with gun stats (fire rate, weapon damage)
  • Card Trick has low spirit scaling
  • Items like Boundless Spirit (6,400) or Mystic Reverb (6,400) are inefficient
  • Surge of Power (3,200) is the only Spirit item you need for the 4.8k threshold

The Darling Build (Green Wraith Variant)

An unconventional build focusing on Radiant Regeneration for permanent sustain and speed.

Core Concept

Max Project Mind (T3 = 14s CD) + Radiant Regeneration (6s internal CD) = permanent heal and move speed buff.

Radiant Regeneration (3,200 Spirit T3):

  • 6s CD, 3s duration
  • 70 heal (+1.5x power scaling)
  • +1.75m/s move speed
  • +4 HP regen for 5s

With 14s Project Mind CD, you cast abilities frequently enough to maintain the buff permanently.

Build Order

  1. Radiant Regeneration (3,200) - RUSH FIRST if lane is easy
  2. Monster Rounds (800) - farming
  3. Extra Regen (800) + Sprint Boots (800) - sustain
  4. Slowing Bullets (1,600) - chase potential
  5. Dispel Magic (3,200) - safety
  6. Healing Tempo (6,400) - CORE SYNERGY

Healing Tempo Synergy

CLI Data: Healing Tempo (6,400)

  • 1s CD, 7s duration
  • +35% Fire Rate when healing applied
  • +1.25m/s move speed
  • Does NOT proc on lifesteal - only actual healing effects

Why It Works:

  • Radiant Regeneration's heal procs Healing Tempo
  • Every ability cast gives you:
    • 70+ HP heal
    • +1.75m/s move speed (Radiant)
    • +35% Fire Rate for 7s (Healing Tempo)
    • +1.25m/s additional move speed (Healing Tempo)
  • With 14s Project Mind, you refresh the buff before it expires

Darling Build Path

Early:   Radiant Regeneration (3,200) → Monster Rounds (800) →
         Extra Regen (800) → Sprint Boots (800)

Mid:     Slowing Bullets (1,600) → Dispel Magic (3,200) →
         Improved Spirit (1,600)

Late:    Healing Tempo (6,400) → Toxic Bullets (3,200) →
         Silencer (6,400)

Warning: This build is weaker in lane phase. Only use when lane is easy or you're comfortable playing safe until 3.2k souls.


Game Phase Strategy

Lane Phase (0-10 min)

Objective: Farm efficiently, take favorable trades, secure guardian

  • Your high fire rate wins orb contests - contest every deny
  • Card Trick poke doesn't rely on cooldowns - use constantly
  • Headshot Booster chunks enemies for 45+ damage in short trades
  • Sprint Boots let you rotate for bridge buffs quickly
  • Power Spike: Level 6 (Telekinesis) enables kill pressure

Trading Pattern:

  1. Dash-jump for Kinetic Dash buff (+25% fire rate)
  2. Burst fire into enemy
  3. Throw cards during the trade
  4. Teleport out if they commit

Mid Game (10-20 min)

Objective: Take walkers, contest urns, build core items

  • Toxic Bullets + your fire rate = fastest bleed stacks in the game
  • Fury Trance before fights - 40% lifesteal keeps you alive
  • Look for solo kills with Telekinesis → Full Auto
  • Push side lanes for solo walker gold (you melt objectives)
  • Power Spike: Toxic Bullets + Fury Trance + Full Auto T3

Fight Pattern:

  1. Position on flank or high ground
  2. Telekinesis priority target (carry/support)
  3. Pop Full Auto immediately
  4. Pop Fury Trance if you take damage
  5. Melt the stunned target

Late Game (20+ min)

Objective: Teamfight with Ricochet combo, push base

  • Ricochet + Silencer + Toxic = every fight is a disaster for enemies
  • Your bullets bounce to 2 additional targets, applying:
    • 2% max HP bleed
    • Silence buildup
    • -30% healing
  • Focus on grouped enemies for maximum Ricochet value
  • Telekinesis key targets (Seven before Storm Cloud, Haze before Bullet Dance)
  • Power Spike: Full Ricochet combo online

Teamfight Priority:

  1. Stay at medium range (not in melee, not sniping)
  2. Full Auto at fight start
  3. Vampiric Burst when taking damage
  4. Telekinesis to interrupt enemy ults or secure kills
  5. Project Mind to reposition if focused

Counter-Play Awareness

You Lose To:

Haze - Her Bullet Dance can kill you through Full Auto lifesteal

  • Buy Metal Skin (3,200) to block her ult
  • Project Mind timing is tight but possible

Lash - Death Slam is hard to avoid, Ground Strikes chunk you

  • Reactive Barrier (1,600) auto-triggers on slam
  • Stay at range, don't fight on his terms

Shiv - His bleed + execute is dangerous if you drop low

  • Full Auto T3 lifesteal keeps you above execute threshold
  • Don't fight him at low HP

You Beat:

Squishy casters - Telekinesis + Full Auto deletes them

  • Seven, Pocket, Lady Geist, Paradox

Other gun carries - Your sustain is superior with Fury Trance

  • Grey Talon, Vindicta (at close-medium range)

Tanks without escapes - Toxic Bullets shreds their HP pools

  • Abrams, Kelvin, Mo & Krill

Summary

Wraith is a high-DPS gun carry who excels at sustained damage and single-target picks. Build Toxic Bullets and Fury Trance as core mid-game items, then scale into the devastating Ricochet + Silencer combo for late game. Your high fire rate makes every bullet proc extremely effective - focus on items that stack effects with your shots. Use Telekinesis to lock down priority targets, and Full Auto for massive sustained damage with lifesteal.

Core Items: Kinetic Dash, Toxic Bullets, Fury Trance, Silencer, Ricochet Key Synergy: Ricochet bounces apply Silencer and Toxic Bullets to additional targets Win Condition: Lock down a carry with Telekinesis, melt them with Full Auto, spread damage to team with Ricochet

Yamato - Return Fire Spirit Assassin Build

Build Version: 2026-02-05 Win Rate Reference: 59% (Tracklock.gg, 757 matches) Archetype: Spirit Duelist / Close-Range Assassin


Hero Overview

Yamato is a high-mobility assassin who excels at close-range combat using spirit abilities and her shotgun. She uses Flying Strike to gap close, unleashes devastating Power Slash and Crimson Slash combos, then sustains through healing effects. Her ultimate, Shadow Transformation, refreshes all abilities and grants CC immunity with high resistances.

Core Stats

Stat Value Notes
Health 700 (+44/boon) Squishy - need survivability items
Stamina 3 Good mobility base
Move Speed 8.2 m/s One of the fastest heroes
DPS 63 Shotgun (5 pellets × 5.31)
Ammo 12 Limited magazine
Falloff 20m-46m Forces close combat

Ability Upgrade Priority

Power Slash [1] - Priority 1

Tier Cost Effect
Base - 10.5s CD, 145 damage channeled strike
T1 1 +60 Bullet Resist while channeling
T2 2 -2s Cooldown, +40% Movement Slow for 3s
T3 5 +150 Damage, increased Spirit Power scaling

Why prioritize: T1 bullet resist is crucial for trading. T2 slow catches targets. T3 massively increases burst.

Shadow Transformation [4] - Priority 2

Tier Cost Effect
Base - 110s CD, 5s duration, abilities refresh, 60% faster
T1 1 +15% Fire Rate
T2 2 +4m/s Move Speed
T3 5 +3s Duration, +20% Bullet Resist, +20% Spirit Resist

Why prioritize: T3 extends god-mode from 5s to 8s base (before Superior Duration).

Flying Strike [2] - Priority 3

Tier Cost Effect
Base - 21s CD, 65 damage, grapple to enemy
T1 1 +25% Move Speed Slow
T2 2 +20m Cast Range
T3 5 +6 Weapon Damage for 10s, grapple to allies

Why prioritize: T1-T2 for catch. T3 is optional - points better elsewhere.

Crimson Slash [3] - Priority 4

Tier Cost Effect
Base - 15s CD, 55 damage, heal 55 on hero hit
T1 1 +30% Fire Rate Slow
T2 2 +6% Max Health Heal on hero hit
T3 5 -9s Cooldown

Why lower priority: T1 fire rate slow is nice but not essential. T2 heal is good mid-game.


Build Path

Early Game (0-4k souls) - 6 items

Item Category Cost Purpose
Extra Regen Vitality 800 Lane sustain
Melee Lifesteal Vitality 800 Sustain + melee damage
Extra Spirit Spirit 800 Ability scaling
Mystic Burst Spirit 800 +40 burst on abilities
Extra Stamina Vitality 800 Mobility for trades
Close Quarters Weapon 800 Close-range gun damage

Early Game Total: 4,800 souls

Lane Phase Tips:

  • Use Crimson Slash to heal off enemy heroes (55 base + scaling)
  • Power Slash T1 gives +60 bullet resist while channeling - abuse this
  • Melee troopers for guaranteed soul confirms + Melee Lifesteal heal
  • Flying Strike for chase or emergency escape

Mid Game (4k-15k souls) - 8 items

Item Category Cost Purpose
Healbane Vitality 1,600 Anti-heal + spirit power
Spirit Lifesteal Vitality 1,600 Sustain from abilities
Return Fire Vitality 1,600 THE KEY TECH - reflects damage
Superior Cooldown Spirit 3,200 20% CDR for ability spam
Torment Pulse Spirit 3,200 Passive damage in melee range
Surge of Power Spirit 3,200 +24 spirit on Power Slash
Point Blank Weapon 3,200 +50 weapon damage close range
Warp Stone Vitality 3,200 Gap close + bullet resist

Mid Game Total: 20,800 souls

The Return Fire Tech: This is the innovative part of this build. When you:

  1. Flying Strike onto enemy
  2. Pop Shadow Transformation + Return Fire
  3. Trade in melee range

Gun carries kill themselves shooting you because:

  • 35% bullet/spirit resist from ult upgrades
  • 60% of their bullet damage reflected back
  • Torment Pulse ticking 27+ damage every 1.4s
  • You're healing from Spirit Lifesteal + Crimson Slash

Late Game (15k+ souls) - 4 items

Item Category Cost Purpose
Colossus Vitality 6,400 +300 HP, +35% resists, enemy slow
Mystic Reverb Spirit 6,400 50% ability echo, +27% spirit LS
Superior Duration Spirit 3,200 +28% ult duration (5s → 6.4s)
Refresher Spirit 6,400 Double ultimate rotation

Late Game Total: 22,400 souls

Full Build Total: 48,000 souls


Category Investment Summary

Core Build (18 items)

Item Category Cost
Extra Regen Vitality 800
Melee Lifesteal Vitality 800
Extra Stamina Vitality 800
Healbane Vitality 1,600
Spirit Lifesteal Vitality 1,600
Return Fire Vitality 1,600
Warp Stone Vitality 3,200
Colossus Vitality 6,400
Extra Spirit Spirit 800
Mystic Burst Spirit 800
Superior Cooldown Spirit 3,200
Torment Pulse Spirit 3,200
Surge of Power Spirit 3,200
Mystic Reverb Spirit 6,400
Superior Duration Spirit 3,200
Refresher Spirit 6,400
Close Quarters Weapon 800
Point Blank Weapon 3,200
Category Total Spent 4.8k Bonus
Weapon 4,000 ✗ Intentionally skipped - Spirit build
Vitality 16,800 ✓ +203 Health
Spirit 27,000 ✓ +19 Spirit Power

Note: Weapon 4.8k is intentionally not hit. This is a spirit-focused build. Add Toxic Bullets (3,200) vs heavy sustain if you want the weapon threshold.


Upgrade Paths

Items that upgrade into other items (components are not wasted):

T1/T2 Item Cost Upgrades Into Cost
Extra Spirit 800 Improved Spirit 1,600
Improved Spirit 1,600 Surge of Power 3,200
Improved Spirit 1,600 Boundless Spirit 6,400
Melee Lifesteal 800 Lifestrike 3,200
Mystic Burst 800 Tankbuster 3,200
Close Quarters 800 Point Blank 3,200
Extra Health 800 Colossus 6,400
Duration Extender 1,600 Superior Duration 3,200
Compress Cooldown 1,600 Superior Cooldown 3,200

Upgrade Strategy:

  1. Buy Close Quarters early → component for Point Blank
  2. Buy Extra Spirit → component for Improved Spirit → Surge of Power chain
  3. Melee Lifesteal upgrades to Lifestrike if you want late-game melee healing
  4. Mystic Burst upgrades to Tankbuster vs tanky comps

Imbued Ability Assignments

Superior Duration → Shadow Transformation [4]

  • Base duration: 5s
  • With +28%: 6.4s
  • With T3 upgrade (+3s): 10.24s of god-mode
  • This is the most impactful imbue - more time for full ability rotation

Surge of Power → Power Slash [1]

  • +24 Spirit Power applied to Power Slash specifically
  • +1.75m/s move speed after casting (helps chase)
  • Full movement speed while attacking after slash

Mystic Reverb → Crimson Slash [3]

  • 50% of Crimson Slash damage echoes after 3s
  • +27% Spirit Lifesteal on Crimson Slash damage
  • Creates massive sustain in teamfights

Full Build Paths

Core Path (vs Balanced Comp)

Lane:     Regen → Melee LS → Extra Spirit → Mystic Burst → Stamina → Close Quarters
Mid:      Healbane → Spirit LS → Return Fire → Superior CD → Torment Pulse → Surge
Late:     Point Blank → Warp Stone → Colossus → Mystic Reverb → Duration → Refresher

Anti-Gun Path (vs Haze, Wraith, Grey Talon)

Lane:     Regen → Melee LS → Extra Spirit → Extra Health → Stamina → Close Quarters
Mid:      Return Fire (EARLY) → Spirit LS → Metal Skin → Superior CD → Torment Pulse
Late:     Point Blank → Colossus → Unstoppable → Mystic Reverb → Superior Duration

Anti-Spirit Path (vs Seven, Pocket, Lady Geist)

Lane:     Regen → Melee LS → Extra Spirit → Mystic Burst → Stamina → Close Quarters
Mid:      Healbane → Spirit LS → Dispel Magic → Superior CD → Torment Pulse → Surge
Late:     Spirit Resilience → Colossus → Mystic Reverb → Superior Duration → Ethereal Shift

Situational Items

vs Spirit-Heavy Comps

Item Cost When to Buy
Spirit Resilience 3,200 vs Seven, Lady Geist, Pocket - +52% resist when low
Dispel Magic 3,200 vs Infernus, Bebop DOTs - cleanse + heal
Counterspell 3,200 vs burst mages - parry their combo

vs Gun-Heavy Comps

Item Cost When to Buy
Return Fire 1,600 CORE - 60% bullet reflect
Metal Skin 3,200 vs Haze ult - 5s bullet immunity
Fortitude 3,200 Need raw HP - +375 health

vs Heavy CC

Item Cost When to Buy
Unstoppable 6,400 vs Dynamo, Mo & Krill - CC immunity 5.5s
Reactive Barrier 1,600 Early option - barrier when CC'd
Dispel Magic 3,200 Cleanse DOTs and debuffs

vs Healing/Sustain

Item Cost When to Buy
Healbane 1,600 CORE - -35% healing reduction
Toxic Bullets 3,200 Add vs tanks/sustain - -30% healing
Spirit Burn 6,400 Late game - explosion + burn + -70% heal reduction

Decision Tree

START: What's the enemy team comp?

├─ Heavy Gun Carries (Haze, Wraith, Grey Talon)?
│   ├─ YES → Rush Return Fire + Metal Skin
│   │         Pop Return Fire during ult
│   │         They kill themselves shooting you
│   │
│   └─ NO → Continue to spirit check
│
├─ Heavy Spirit Damage (Seven, Pocket, Lady Geist)?
│   ├─ YES → Get Spirit Resilience + Dispel Magic
│   │         Counterspell if they have big combo
│   │
│   └─ NO → Continue to CC check
│
├─ Heavy CC (Dynamo, Mo & Krill, Bebop)?
│   ├─ YES → Unstoppable is mandatory late game
│   │         Consider Reactive Barrier early
│   │
│   └─ NO → Standard build
│
└─ STANDARD → Core build path
             Return Fire still good for trading
             Focus on Mystic Reverb + Colossus late

Items NOT to Buy

Siphon Bullets (6,400) - NEVER

  • Stacking mechanic loses stacks on death
  • Yamato is a dive assassin who will die
  • Same cost as Colossus or Mystic Reverb which are far better
  • Vampiric Burst gives immediate value without stack risk

Long Range (1,600) - NEVER

  • Bonus damage beyond minimum distance
  • Yamato's weapon falloff starts at 20m
  • Her entire kit forces close combat (Flying Strike, Point Blank)
  • Completely antithetical to her playstyle

Ethereal Shift (6,400) - RARELY

  • 4s invuln where you can't act
  • Yamato wants to be fighting, not floating
  • Shadow Transformation already provides resist and CC immunity
  • Only consider vs extreme spirit burst (fully stacked Seven ult)
  • 6,400 souls better spent on Colossus or Refresher

Glass Cannon (6,400) - SITUATIONAL ONLY

  • Stacking fire rate on kills, loses stacks on death
  • Yamato is a dive hero who frequently trades 1-for-1
  • Only consider if snowballing hard
  • Refresher or Mystic Reverb are safer choices

Game Phase Strategy

Lane Phase (0-10 min)

  • Trade aggressively using Power Slash T1 bullet resist
  • Crimson Slash enemy heroes for healing
  • Melee troopers for guaranteed soul + Melee Lifesteal proc
  • Flying Strike to chase low HP enemies or escape ganks
  • Power spike at 3.6k souls when ult unlocks

Mid Game (10-20 min)

  • Once you have Torment Pulse + Return Fire, you can dive
  • Look for picks on isolated carries
  • Ult combo: Flying Strike → Power Slash → Crimson Slash → Power Slash (refreshed)
  • Pop Return Fire during ult when trading with gun carries
  • Contest urns - your ult makes you a terror in enclosed spaces

Late Game (20+ min)

  • Wait for Colossus before major teamfights
  • With Refresher: You can cast full combo 4 times in one fight
    1. Normal rotation
    2. Ult → refreshed rotation
    3. Refresher
    4. Fresh rotation
  • Target enemy carries - Power Slash + Mystic Reverb echo deletes squishies
  • Colossus aura slows enemies around you - they can't escape melee range

Power Spike Timing

Souls Spike What Changes
3,600 Ult unlock Yamato becomes a dive threat
6,400 Torment Pulse + Return Fire Trade monster online
12,000 Full mid-game core Can dive towers during ult
20,000 Colossus Tank mode activated
28,000 Mystic Reverb + Duration Maximum burst potential
35,000+ Refresher Double ult rotation

Matchup Notes

Strong Against

  • Gun carries without escape (Grey Talon, Wraith pre-mobility) - Flying Strike locks them down
  • Squishy mages (Pocket, Paradox) - One combo kills them before they react
  • Healing-dependent heroes (Abrams, Shiv) - Healbane + burst negates sustain

Weak Against

  • Heavy CC before ult (Dynamo, Mo & Krill) - Get locked down before you can transform
  • Anti-healing stackers (Toxic Bullets + Healbane spam) - Your sustain disappears
  • Kiting carries (Vindicta, Holliday) - Hard to reach if they position well

Skill Matchups

  • Haze - Pop Return Fire during her Bullet Dance; she kills herself
  • Seven - Save ult for his Storm Cloud; you can fight through it
  • Yamato mirror - Whoever ults first loses (enemy refreshes abilities on your corpse)

Yamato - Return Fire Spirit Build

Build Name: Shadow Dancer Playstyle: Spirit Burst Assassin with Return Fire Tech Win Rate Reference: 52.5% (Mystic Reverb + Colossus core)

Hero Overview

Yamato is a high-mobility assassin who excels at close-range dueling. She uses Flying Strike to gap close, then unleashes devastating spirit damage through Power Slash and Crimson Slash combos. Her ultimate Shadow Transformation refreshes all abilities and grants CC immunity, enabling double ability rotations.

Core Stats

Stat Value Notes
Health 700 (+44/boon) Low - needs survivability items
Stamina 3 Good base mobility
Move Speed 8.2 m/s Above average
Weapon DPS 63 Shotgun, 5 pellets
Falloff Range 20-46m Forces close combat

Key Strengths

  • Double ability rotations with ultimate refresh
  • High burst damage from Power Slash + Crimson Slash
  • Built-in sustain from Crimson Slash and ult heals
  • CC immunity during Shadow Transformation
  • Strong 1v1 duelist

Key Weaknesses

  • Vulnerable when Flying Strike on cooldown (21s base)
  • Power Slash channel is predictable
  • Squishy base health (700 HP)
  • Long ultimate cooldown (110s)
  • Hard-countered by anti-healing

Abilities

[1] Power Slash - PRIMARY DAMAGE

Stat Value
Cooldown 10.5s
Damage 145 base
Channel 1.4s
Range 41m

Upgrade Priority: T1 → T2 → T3 (max first)

Tier Effect Priority
T1 +60 Bullet Resist while channeling Essential early
T2 -2s Cooldown, +40% Slow for 3s Core
T3 +150 Damage, increased Spirit scaling Late game spike

[2] Flying Strike - GAP CLOSER

Stat Value
Cooldown 21s
Damage 65
Slow 30% for 2.5s

Upgrade Priority: T1 → T2 → T3 (max second)

Tier Effect Priority
T1 +25% Move Speed Slow Good early
T2 +20m Cast Range Essential mid
T3 +6 Weapon Damage 10s, ally grapple Late game

[3] Crimson Slash - SUSTAIN

Stat Value
Cooldown 15s
Damage 55
Heal 55 on hero hit
Radius 13m

Upgrade Priority: T1 → T2 → T3 (max third)

Tier Effect Priority
T1 +30% Fire Rate Slow Trading tool
T2 +6% Max Health Heal Essential
T3 -9s Cooldown (6s total) Late spike

[4] Shadow Transformation - ULTIMATE

Stat Value
Cooldown 110s
Duration 5s base
Ability Speed +60%

Upgrade Priority: T1 → T2 → T3 (after maxing other abilities)

Tier Effect Priority
T1 +15% Fire Rate Good
T2 +4m/s Move Speed Essential
T3 +3s Duration, +20% Resists Game-changing

Ability Upgrade Order

1. Power Slash (unlock)
2. Flying Strike (unlock)
3. Power Slash T1
4. Crimson Slash (unlock)
5. Power Slash T2
6. Shadow Transformation (unlock)
7. Crimson Slash T1
8. Crimson Slash T2
9. Shadow Transformation T1
10. Shadow Transformation T2
11. Power Slash T3
12. Flying Strike T1
13. Flying Strike T2
14. Crimson Slash T3
15. Flying Strike T3
16. Shadow Transformation T3

Build Path

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Regen Vitality 800 Lane sustain
Melee Lifesteal Vitality 800 +100 heal on melee, sustain
Extra Spirit Spirit 800 +10 Spirit Power, scaling
Mystic Burst Spirit 800 +40 burst on abilities
Extra Stamina Vitality 800 +1 stamina, mobility
Close Quarters Weapon 800 +20 weapon power in 15m

Early Game Total: 4,800 souls

Lane Phase Strategy:

  • Trade aggressively with Power Slash + Crimson Slash combo
  • Use Melee Lifesteal for sustain between waves
  • Mystic Burst adds +40 damage to Power Slash (exceeds 80 threshold)
  • Close Quarters improves shotgun trades at melee range

Mid Game (4k-15k souls)

Item Category Cost Purpose
Healbane Vitality 1,600 +7 Spirit, -35% heal reduction
Spirit Lifesteal Vitality 1,600 +16% spirit LS, +6 Spirit
Return Fire Vitality 1,600 60% bullet reflect (KEY TECH)
Superior Cooldown Spirit 3,200 +20% CDR
Torment Pulse Spirit 3,200 27 DPS passive, +100 HP
Surge of Power Spirit 3,200 +24 Spirit (imbue Crimson Slash)
Point Blank Weapon 3,200 +50 weapon power, +25% slow
Warp Stone Vitality 3,200 11m blink, +30% bullet resist

Mid Game Total: 20,800 souls

The Return Fire Tech: Yamato is a damage trader who fights in melee range. Return Fire turns this into an advantage:

  1. Flying Strike onto enemy
  2. Pop Return Fire
  3. Ult for resists + ability refresh
  4. Gun carries literally kill themselves shooting you
  5. Torment Pulse ticks the whole time

Late Game (15k+ souls)

Item Category Cost Purpose
Colossus Vitality 6,400 +300 HP, +15% base HP, +35% resists, enemy slow
Mystic Reverb Spirit 6,400 50% echo damage, +40% slow, +27% spirit LS
Superior Duration Spirit 3,200 +28% ability duration, +8% bullet resist
Refresher Spirit 6,400 Reset all cooldowns (double ult!)

Late Game Total: 22,400 souls

Late Game Power:

  • Superior Duration extends ult from 5s → 6.4s
  • Mystic Reverb echoes 50% of ability damage
  • Colossus + Return Fire + Ult resists = extremely tanky
  • Refresher enables quadruple ability rotations in extended fights

Category Investment Summary

Core Build Items (18 items)

Item Category Cost
Extra Regen Vitality 800
Melee Lifesteal Vitality 800
Extra Stamina Vitality 800
Healbane Vitality 1,600
Spirit Lifesteal Vitality 1,600
Return Fire Vitality 1,600
Warp Stone Vitality 3,200
Colossus Vitality 6,400
Close Quarters Weapon 800
Point Blank Weapon 3,200
Extra Spirit Spirit 800
Mystic Burst Spirit 800
Superior Cooldown Spirit 3,200
Torment Pulse Spirit 3,200
Surge of Power Spirit 3,200
Mystic Reverb Spirit 6,400
Superior Duration Spirit 3,200
Refresher Spirit 6,400

Category Totals

Category Total Spent 4.8k Bonus
Weapon 4,000 ✗ (need 800 more for +18% Weapon Damage)
Vitality 16,800 ✓ +203 Health
Spirit 27,000 ✓ +19 Spirit Power

Note: Weapon threshold is missed by 800 souls. If you need the +18% weapon damage bonus, add Toxic Bullets (3,200) as a flex pickup vs healing-heavy comps.


Upgrade Paths

Items that upgrade into other items:

T1/T2 Item Cost Upgrades Into Cost
Extra Spirit 800 Improved Spirit 1,600
Improved Spirit 1,600 Surge of Power 3,200
Improved Spirit 1,600 Boundless Spirit 6,400
Sprint Boots 800 Enduring Speed 1,600
Melee Lifesteal 800 Lifestrike 3,200
Duration Extender 1,600 Superior Duration 3,200
Extra Health 800 Colossus 6,400
Close Quarters 800 Point Blank 3,200
Debuff Reducer 1,600 Unstoppable 6,400

Upgrade Strategy:

  1. Extra Spirit → Improved Spirit → Surge of Power is your spirit scaling line
  2. Melee Lifesteal can upgrade to Lifestrike late if you want more melee sustain
  3. Close Quarters → Point Blank is your weapon line
  4. Duration Extender → Superior Duration for ult extension (buy T2 first to save 800)

Imbued Ability Assignments

Surge of Power (3,200) - IMBUE CRIMSON SLASH [3]

Why Crimson Slash:

  • +24 permanent Spirit Power on the ability
  • +20% fire rate and +1.75m move speed on cast
  • Crimson Slash has the lowest cooldown (6s with T3)
  • Maintains move speed while shooting for 8s
  • Power Slash channel prevents you from using the fire rate

Alternative: Imbue Power Slash [1]

  • If you're playing a poke style and not getting into melee range
  • The +24 Spirit Power directly increases Power Slash damage
  • Less value from fire rate/move speed during channel

Mystic Reverb (6,400) - IMBUE POWER SLASH [1]

Why Power Slash:

  • 50% echo damage after 3s delay
  • Power Slash has highest base damage (295 with T3)
  • Echo can deal 150+ bonus damage
  • +27% Spirit Lifesteal on the imbued ability
  • +40% slow on hit stacks with Power Slash T2 slow

Superior Duration (3,200) - IMBUE SHADOW TRANSFORMATION [4]

Why Shadow Transformation:

  • +28% duration (5s → 6.4s)
  • More time for double ability rotations
  • More uptime on CC immunity and resists
  • The extra 1.4s can mean an additional ability cast

Full Build Paths

Standard Build Path (recommended)

LANE PHASE (0-4k):
├─ Extra Regen (800)
├─ Melee Lifesteal (800)
├─ Extra Spirit (800)
├─ Mystic Burst (800)
├─ Extra Stamina (800)
└─ Close Quarters (800)

MID GAME (4k-15k):
├─ Healbane (1,600)
├─ Spirit Lifesteal (1,600)
├─ Return Fire (1,600) ← KEY TECH
├─ Superior Cooldown (3,200)
├─ Torment Pulse (3,200)
├─ Surge of Power (3,200) → Imbue Crimson Slash
├─ Point Blank (3,200) ← upgrade from Close Quarters
└─ Warp Stone (3,200)

LATE GAME (15k+):
├─ Colossus (6,400)
├─ Mystic Reverb (6,400) → Imbue Power Slash
├─ Superior Duration (3,200) → Imbue Shadow Transformation
└─ Refresher (6,400)

Decision Tree

START
│
├─ Lane going well?
│   ├─ YES → Rush Superior Cooldown for ability spam
│   └─ NO → Extra Health (800) → Spirit Lifesteal (1,600)
│
├─ Enemy has healing? (Abrams, Geist, Shiv)
│   └─ YES → Prioritize Healbane early (1,600)
│
├─ Enemy has gun carries? (Haze, Wraith, Mirage)
│   └─ YES → Rush Return Fire (1,600) + Warp Stone (3,200)
│
├─ Enemy has heavy CC? (Dynamo, Kelvin, Lash)
│   └─ YES → Consider Unstoppable (6,400) over Refresher
│
└─ Snowballing hard?
    └─ YES → Skip Return Fire, rush Mystic Reverb (6,400)

Situational Items

vs Gun-Heavy Comps (Haze, Wraith, Mirage)

Item Cost Why
Return Fire 1,600 Core - 60% bullet reflect
Metal Skin 3,200 5s bullet immunity
Warp Stone 3,200 +30% bullet resist for 6s
Colossus 6,400 +35% bullet resist active

vs Spirit-Heavy Comps (Seven, Infernus, Pocket)

Item Cost Why
Reactive Barrier 1,600 +325 barrier on CC
Spirit Lifesteal 1,600 Outsustain their damage
Ethereal Shift 6,400 4s invuln, +30% tech resist after

vs Heavy CC (Dynamo, Kelvin, Lash)

Item Cost Why
Reactive Barrier 1,600 Auto-barrier on stun
Unstoppable 6,400 5.5s CC immunity
Curse 6,400 3.25s lockdown on initiator

vs High Sustain (Abrams, Lady Geist, Shiv)

Item Cost Why
Healbane 1,600 -35% healing reduction
Toxic Bullets 3,200 -30% healing, 2% max HP bleed
Spirit Burn 6,400 -70% healing reduction

vs Mobile Targets (Vindicta, Grey Talon, Holliday)

Item Cost Why
Phantom Strike 6,400 25m teleport + disarm
Silence Wave 3,200 3s silence to stop escapes
Curse 6,400 3.25s full lockdown

Items NOT to Buy

Siphon Bullets (6,400) - NEVER

CLI Stats: +15% weapon damage, +35 health steal per hit, loses 2 stacks on death

Why it's a trap:

  • Yamato is a dive assassin who WILL die
  • Stacks lost on death make it unreliable
  • Same cost as Colossus which gives immediate +300 HP, +15% base HP, +35% resists
  • Same cost as Mystic Reverb which gives +50% echo damage
  • Vampiric Burst (also 6,400) gives 80% burst lifesteal without stack risk

Long Range (1,600) - NEVER

CLI Stats: +40 weapon damage beyond 15m, +0.75m sprint, +4% attack range

Why it's a trap:

  • Yamato's shotgun falloff starts at 20m
  • Flying Strike puts you IN melee range
  • Power Slash is 41m but you want to be close for Crimson Slash heal
  • Completely antithetical to her entire kit

Glass Cannon (6,400) - AVOID

CLI Stats: +80% weapon damage, +7% fire rate per kill (max 8), -15% max HP, loses 1 stack on death

Why it's a trap:

  • -15% max HP on an already squishy hero
  • Yamato dives into fights and dies
  • Stack loss on death makes it inconsistent
  • Only consider if massively ahead and snowballing
  • Refresher or Mystic Reverb are safer options

Headshot Booster (500) - AVOID

Why it's a trap:

  • Yamato's shotgun fires 5 pellets with spread
  • Inconsistent headshots with shotgun weapon type
  • Close Quarters (800) is better for close-range playstyle
  • Spirit items scale her damage more reliably

Game Phase Strategy

Lane Phase (0-10 min)

Goal: Hit 3.6k souls for ultimate, establish lane dominance

Trading Pattern:

  1. Wait for Power Slash T1 (+60 bullet resist while channeling)
  2. Trade: Power Slash → Crimson Slash → back off
  3. Melee creeps for Melee Lifesteal heal
  4. Don't all-in without ultimate

Power Spike: 3.6k souls (ultimate unlock)

  • With ult, you can tower dive 1v1 and survive
  • Use ult to refresh abilities mid-combo
  • Coordinate with lane partner for kill potential

Mid Game (10-20 min)

Goal: Farm T3 items, look for picks, contest objectives

Rotation Pattern:

  1. Shove wave
  2. Take nearby jungle camps
  3. Look for roam opportunities
  4. Return for next wave

Team Fight Role:

  • Wait for initiation from tank
  • Flying Strike onto backline carry
  • Full combo: Power Slash → Crimson Slash
  • If focused, pop Return Fire + Ult
  • Use refreshed abilities to finish or escape

Urn Strategy:

  • Excellent urn carrier with mobility and ult
  • Flying Strike to escape ganks
  • Ult provides damage resist and CC immunity
  • Can solo deliver with proper timing

Late Game (20+ min)

Goal: Win team fights with double/quadruple ability rotations

Full Combo (with Refresher):

1. Flying Strike (gap close)
2. Power Slash (burst)
3. Crimson Slash (heal + damage)
4. Shadow Transformation (refresh all)
5. Power Slash (burst again)
6. Crimson Slash (heal again)
7. Flying Strike (escape or reposition)
8. [If fight continues] Refresher
9. Full rotation again (8 abilities total!)

Team Fight Priority:

  1. Priority 1: Fed enemy carry
  2. Priority 2: Enemy healer/support
  3. Priority 3: Low HP targets

Colossus Timing:

  • Pop Colossus when you commit with Flying Strike
  • Enemy slow aura helps you stick to target
  • +35% resists stack with ult resists

Counter-Play Awareness

What Counters Yamato

Counter Threat Level Response
Anti-heal (Healbane, Toxic) HIGH Win fights faster, don't rely on sustain
Heavy CC (Dynamo ult, Kelvin dome) HIGH Unstoppable or Ult timing
Silences MEDIUM Ult provides CC immunity
Burst damage MEDIUM Warp Stone, Return Fire, Colossus
Kiting (Vindicta, Grey Talon) MEDIUM Warp Stone, Phantom Strike

What Yamato Counters

Target Why
Squishy carries One combo kills
Immobile heroes Can't escape Flying Strike
Channel-reliant heroes Silence with items
Gun carries Return Fire punishes them

Summary

Yamato is a spirit burst assassin who thrives in close-range combat. This build maximizes her ability damage with spirit scaling while providing enough survivability to get value from melee-range fighting. The Return Fire tech is the key innovation - it turns Yamato's weakness (taking damage in melee) into a strength against gun carries.

Core Items: Torment Pulse, Superior Cooldown, Mystic Reverb, Colossus, Return Fire

Key Combos:

  • Flying Strike → Power Slash → Crimson Slash (standard burst)
  • Ult → abilities → Refresher → ult again (quadruple rotation)
  • Return Fire + Ult (tank mode vs gun carries)

Win Condition: Land Flying Strike on priority target, execute full combo, survive with sustain and resists, clean up with refreshed abilities.

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