Skill order
Order set by the author · gold is the ultimate
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Item order
Stages top to bottom, items left to right
- 1
Base on line
8,800 SoulsTry to be aggressive only if there's a barrel
Extra ChargeMore barrels - more damage, more jump pads - more saves
Mystic BurstGreatly buffs our damage, useful in the early game
Extra StaminaMore stamina - more saves.
Extra HealthBuff survivability and upgrade to fortitude. Can trade HP a bit more
Compress CooldownCooldown on barrels. Throw barrels more often - deal more damage
Enchanter's EmblemGreat sustain and damage. If no HP, take later
Slowing HexThe necessary slow at the wrong place, at the wrong time, can change the game.
Sprint BootsGives almost as much regen as a separate item for this. We can push immediately and try to gank (we mainly gank if there are low HP enemies).
All item notes
- Extra Charge — More barrels - more damage, more jump pads - more saves
- Mystic Burst — Greatly buffs our damage, useful in the early game
- Extra Stamina — More stamina - more saves.
- Extra Health — Buff survivability and upgrade to fortitude. Can trade HP a bit more
- Compress Cooldown — Cooldown on barrels. Throw barrels more often - deal more damage
- Enchanter's Emblem — Great sustain and damage. If no HP, take later
- Slowing Hex — The necessary slow at the wrong place, at the wrong time, can change the game.
- Sprint Boots — Gives almost as much regen as a separate item for this. We can push immediately and try to gank (we mainly gank if there are low HP enemies).
- 2
Stuffy game
Optional5,600 Souls
Healing RiteBuy early, the sooner the better it pays off. If bought, it's better to upgrade to Beam.
Recharging RushAn extremely good item, we dive into the enemy and get a free barrel, 200 damage is nothing.
CounterspellA very strong item, but you need to get used to it, so take it in every game and keep it in mind. Saves you from ultimates that no other item can save you from, like Shiva's.
All item notes
- Healing Rite — Buy early, the sooner the better it pays off. If bought, it's better to upgrade to Beam.
- Recharging Rush — An extremely good item, we dive into the enemy and get a free barrel, 200 damage is nothing.
- Counterspell — A very strong item, but you need to get used to it, so take it in every game and keep it in mind. Saves you from ultimates that no other item can save you from, like Shiva's.
- 3
Money
Optional4,800 Souls
Trophy CollectorTrophy Collector - a situational item. Look at the game, if our team pushed T1, even better if we are top net worth - take it. If the situation is the opposite - save money for something more needed.
Cultist SacrificeIf we take this item, we roam around the map and are on the enemy's half of the map almost all the time. Recommended to use only on enemy T3 creeps.
All item notes
- Trophy Collector — Trophy Collector - a situational item. Look at the game, if our team pushed T1, even better if we are top net worth - take it. If the situation is the opposite - save money for something more needed.
- Cultist Sacrifice — If we take this item, we roam around the map and are on the enemy's half of the map almost all the time. Recommended to use only on enemy T3 creeps.
- 4
Warm-up
6,400 SoulsGet ready for flexes
Rapid RechargeA huge number of barrels and 3 jump pads make you practically unkillable. Don't forget that each barrel is a small control, and jump pads can be used both to enter and exit fights.
Stamina MasteryWith such a huge stamina reserve, we can continuously throw barrels and enter fights on jump pads. Thanks to the range of dashes, we increase the effectiveness of Lasso and pulls.
All item notes
- Rapid Recharge — A huge number of barrels and 3 jump pads make you practically unkillable. Don't forget that each barrel is a small control, and jump pads can be used both to enter and exit fights.
- Stamina Mastery — With such a huge stamina reserve, we can continuously throw barrels and enter fights on jump pads. Thanks to the range of dashes, we increase the effectiveness of Lasso and pulls.
- 5
Flexes
29,600 Souls1, 2, 3, and 4. Don't forget about upgrades
Extra SpiritBuffs everything, can be taken at any moment in the game, +27 to barrel damage.
Improved SpiritAn even bigger buff to everything, before buying you can get a couple of upgrades, +46 to barrel damage.
Boundless SpiritThe maximum buff to everything, buy after 3-4 first upgrades, +110 to barrel damage.
Spirit BurnThe item greatly buffs damage, also significantly reduces healing, and increases Lasso range. Before buying, you already have 4 upgrades and Boundless Spirit, now you have peak power.
Mystic VulnerabilitySlightly increases our barrel damage, upgrades to Escalating. Before buying, you can already take a situational item like Kursa or Lens.
Escalating ExposureA lot of damage if you throw barrels at one target, and also a big resistance to Spirit. After the Spirit burn ends, +50% to Spirit damage on the target. Our peak power starts to decline.
Mystic ReverbAn excellent boost to our barrels, we make enemies an easy target, add AOE damage and heal a bit.
All item notes
- Extra Spirit — Buffs everything, can be taken at any moment in the game, +27 to barrel damage.
- Improved Spirit — An even bigger buff to everything, before buying you can get a couple of upgrades, +46 to barrel damage.
- Boundless Spirit — The maximum buff to everything, buy after 3-4 first upgrades, +110 to barrel damage.
- Spirit Burn — The item greatly buffs damage, also significantly reduces healing, and increases Lasso range. Before buying, you already have 4 upgrades and Boundless Spirit, now you have peak power.
- Mystic Vulnerability — Slightly increases our barrel damage, upgrades to Escalating. Before buying, you can already take a situational item like Kursa or Lens.
- Escalating Exposure — A lot of damage if you throw barrels at one target, and also a big resistance to Spirit. After the Spirit burn ends, +50% to Spirit damage on the target. Our peak power starts to decline.
- Mystic Reverb — An excellent boost to our barrels, we make enemies an easy target, add AOE damage and heal a bit.
- 6
Upgrades
30,400 SoulsSecondary upgrades
FortitudeTake it, because there's no time to go back to base, we are always in a fight. Usually taken right after Trophy Collector.
TankbusterPercentage damage makes this item relevant at all stages, earlier can help trigger Spirit burn.
Superior CooldownWe improve the cooldown of ALL items, both barrels, jump pads, ult, and even passive. Especially important is the ult, if we grab often we can take it earlier.
Vortex WebWe suck everyone in and immediately treat them to a barrel of beer.
Transcendent CooldownThe item affects Spirit burn, Escalating, Reverb, Kursa with Lens and other situational items, and if there are no situational items yet, you can temporarily skip it.
Enduring SpeedWe move, survive a bit. Resistance is very useful because with any slow (especially Slowing Hex) we become very easy to kill.
JuggernautUnreal speed together with Trophy and slow resistance, plus a survivability buff. We push when the enemy carry starts to pose a serious threat.
All item notes
- Fortitude — Take it, because there's no time to go back to base, we are always in a fight. Usually taken right after Trophy Collector.
- Tankbuster — Percentage damage makes this item relevant at all stages, earlier can help trigger Spirit burn.
- Superior Cooldown — We improve the cooldown of ALL items, both barrels, jump pads, ult, and even passive. Especially important is the ult, if we grab often we can take it earlier.
- Vortex Web — We suck everyone in and immediately treat them to a barrel of beer.
- Transcendent Cooldown — The item affects Spirit burn, Escalating, Reverb, Kursa with Lens and other situational items, and if there are no situational items yet, you can temporarily skip it.
- Enduring Speed — We move, survive a bit. Resistance is very useful because with any slow (especially Slowing Hex) we become very easy to kill.
- Juggernaut — Unreal speed together with Trophy and slow resistance, plus a survivability buff. We push when the enemy carry starts to pose a serious threat.
- 7
Buy more
Optional19,200 SoulsCan sell Trophy Collector
Cursed RelicAdd control to the build, stop any opponent who decided to initiate, because the only good initiator in the game should be us. Can take instead of Lens.
Focus LensWorks longer than Kursa, cuts Spirit and in the end also deals damage, but can be countered by Remover. Can take instead of Kursa.
CapacitorRemoves all buffs from the target, literally immobilizes the opponent. Strong to catch squishy characters, they fly away instantly. Can be taken as an alternative to course and lens
All item notes
- Cursed Relic — Add control to the build, stop any opponent who decided to initiate, because the only good initiator in the game should be us. Can take instead of Lens.
- Focus Lens — Works longer than Kursa, cuts Spirit and in the end also deals damage, but can be countered by Remover. Can take instead of Kursa.
- Capacitor — Removes all buffs from the target, literally immobilizes the opponent. Strong to catch squishy characters, they fly away instantly. Can be taken as an alternative to course and lens
- 8
Ultra-late
Optional52,800 SoulsFor thought, arranged from weak to strong left to right
WitchmailStrong resist to spirit, and cooldown on barrels or ult. Can be bought in hyper late against a lot of spirits
Phantom StrikeBlink to the opponent and ult, they can't escape and can't do anything. Also, disarm will be useful against physical heroes
RefresherRefreshes 6 barrels, 3 jump pads, and lasso. With trans cooldown, the cooldown lasts 210 seconds, an imba item
Ethereal ShiftVery strong save, helps against any abilities, including some ults that counterspell doesn't save from (heiza, dynamo). Also gives nice and quite strong bonuses, but too long cooldown
InfuserGreatly buffs our damage and VERY much survivability. Without control in the enemy team, no one can kill you with this button and barrels
UnstoppableNothing can stop us from escaping on jump pads, all negative effects disappear 20% faster, a small buff to HP and the ability to steal rejuvenation. In short, we are unstoppable
Echo ShardShould work as an extra first skill, which can be thrown in an emergency, but the cooldown is so low that in fact it's +1 barrel with slightly longer cooldown. Can also be thrown into jump pad
Guardian WardSlightly extends our ult and slightly boosts survivability when diving or retreating
Divine BarrierImproved version of debuff remover, the main plus is the ability to remove effects from ults, also gives another 600 barrier and 3 MSA, which together with jump pad allows us to exit any fight
All item notes
- Witchmail — Strong resist to spirit, and cooldown on barrels or ult. Can be bought in hyper late against a lot of spirits
- Phantom Strike — Blink to the opponent and ult, they can't escape and can't do anything. Also, disarm will be useful against physical heroes
- Refresher — Refreshes 6 barrels, 3 jump pads, and lasso. With trans cooldown, the cooldown lasts 210 seconds, an imba item
- Ethereal Shift — Very strong save, helps against any abilities, including some ults that counterspell doesn't save from (heiza, dynamo). Also gives nice and quite strong bonuses, but too long cooldown
- Infuser — Greatly buffs our damage and VERY much survivability. Without control in the enemy team, no one can kill you with this button and barrels
- Unstoppable — Nothing can stop us from escaping on jump pads, all negative effects disappear 20% faster, a small buff to HP and the ability to steal rejuvenation. In short, we are unstoppable
- Echo Shard — Should work as an extra first skill, which can be thrown in an emergency, but the cooldown is so low that in fact it's +1 barrel with slightly longer cooldown. Can also be thrown into jump pad
- Guardian Ward — Slightly extends our ult and slightly boosts survivability when diving or retreating
- Divine Barrier — Improved version of debuff remover, the main plus is the ability to remove effects from ults, also gives another 600 barrier and 3 MSA, which together with jump pad allows us to exit any fight
- 9
Armors and other in def
Optional32,000 Souls
SpellbreakerMust-have against spirit casters, disables Talon, Bibop, Lesh, and others
Spirit ResilienceArmor against spirit characters in mid and early late
Bullet ResilienceArmor against physical characters in mid and early late
Metal SkinDisables full physical heroes, against Warden if caught in his cage, Heiza, Viper, and others
Plated ArmorImba against physical heroes with trash passives, like Infernus, Heiza, Raze, and others
Spirit ShieldingSmall protection against spirit characters in the laning phase
Weapon ShieldingSmall protection against physical characters in the laning phase
Cheat DeathHelps survive and not be afraid to dive into a fight. Useful only when you can exit the fight at any moment, under the tower or under teammates
All item notes
- Spellbreaker — Must-have against spirit casters, disables Talon, Bibop, Lesh, and others
- Spirit Resilience — Armor against spirit characters in mid and early late
- Bullet Resilience — Armor against physical characters in mid and early late
- Metal Skin — Disables full physical heroes, against Warden if caught in his cage, Heiza, Viper, and others
- Plated Armor — Imba against physical heroes with trash passives, like Infernus, Heiza, Raze, and others
- Spirit Shielding — Small protection against spirit characters in the laning phase
- Weapon Shielding — Small protection against physical characters in the laning phase
- Cheat Death — Helps survive and not be afraid to dive into a fight. Useful only when you can exit the fight at any moment, under the tower or under teammates
- 10
Flying
Optional3,200 SoulsAll item notes
- Knockdown — To drop directly during flight, Vindicta, Death, and others
- 11
Removers
Optional4,800 Souls
Dispel MagicDebuffs are in every game, the question is how serious they are? Good thing, helps to drop stacks and free from enemy control, helps against spirits and against physical heroes
Debuff ReducerUpgrade to remover
All item notes
- Dispel Magic — Debuffs are in every game, the question is how serious they are? Good thing, helps to drop stacks and free from enemy control, helps against spirits and against physical heroes
- Debuff Reducer — Upgrade to remover
- 12
Anti-heal
Optional14,400 Souls
Crippling HeadshotRemoves resistances from the target, increasing damage to them from teammates as well
HealbaneEarly item for anti-heal, can even be taken in the laning phase. Also passive, like Toxic Bullets, but works from Spiritism. Cuts healing a bit more, but doesn't deal damage. For a price twice cheaper
DecayDamage and anti-heal, but only on 1 person, better than Toxic Bullets with a larger percentage of anti-heal, but works only on 1 target, if you don't kill them in that time, then wait 35 seconds
Toxic BulletsPassive damage and anti-heal, better than Dikea in that it doesn't require a slot in actives and has no cooldown
All item notes
- Crippling Headshot — Removes resistances from the target, increasing damage to them from teammates as well
- Healbane — Early item for anti-heal, can even be taken in the laning phase. Also passive, like Toxic Bullets, but works from Spiritism. Cuts healing a bit more, but doesn't deal damage. For a price twice cheaper
- Decay — Damage and anti-heal, but only on 1 person, better than Toxic Bullets with a larger percentage of anti-heal, but works only on 1 target, if you don't kill them in that time, then wait 35 seconds
- Toxic Bullets — Passive damage and anti-heal, better than Dikea in that it doesn't require a slot in actives and has no cooldown
- 13
Saves
Optional4,800 Souls
Warp StoneEases the dive into fight, as well as the exit from it, also gives strong resistance to bullets and allows to escape further on ultimate. Classic
Restorative LocketBoosts our movement, since the main ability of this item is restoring 2 stamina, allows to exit the fight or chase enemies
All item notes
- Warp Stone — Eases the dive into fight, as well as the exit from it, also gives strong resistance to bullets and allows to escape further on ultimate. Classic
- Restorative Locket — Boosts our movement, since the main ability of this item is restoring 2 stamina, allows to exit the fight or chase enemies
- 14
Test items
Optional108,000 SoulsSituational stuff for different situations and different heroes. Just testing for now.
Extra RegenWe already have weak regen, we won't make it much stronger, it's for connoisseurs
Mystic ExpansionCan be leveled up to 1 in the laning phase, to make it easier to hit. If slots are not a problem, can upgrade, but I recommend selling it later
Mystic RegenerationDecent item for healing, if hitting barrels heals on average 300-400 hp during laning. It's worse than restorative, but can be upgraded
Rusted BarrelBetter to trade in laning, ideal on the lane with McGuinness or Haze, then either upgrade or sell
Spirit StrikeSlightly buffs damage from hand. Definitely upgrade
Spirit ShredderThe #1 item in the game that gives spirit steal not only to you, but also to others on target. Can be taken in laning if you're with a strong teammate through spirit
StalkerCan be taken at the start as a situational item. Very convenient to chase enemies with this item, especially when the opponent tries to escape from ultimate
Mystic ShotTake it in lane, usually instead of emblem. Increases our burst damage. Very high scale from spiritism, this item is always relevant, but still sell it in late
Reactive BarrierAfter the nerf, shields became better than them. Gives less barrier but restores 1 stamina, on holiday which starts with 2 stamina helps a lot. Also less cooldown, and more relevant in late
Quicksilver ReloadAn unusual item, take it only if you were hit on the head against the wall, or if you're low on ammo (unlikely)
Duration ExtenderTake duration to kill enemies more often in ultimate. Can skip, upgrading doesn't make sense. Can interfere if we go in under Walker too early
Cold FrontSmall resistance to spirit, strong slow and decent damage. Press right after ultimate or after landing from jump pad on enemy. Mainly used for slowing
Spirit RendReduces target's resistance by a whole 28%, also gives a small HP buff. If slots are extremely tight, sell it first (if there's nothing situational for 1600 and 800)
Alchemical FireThrow it under yourself during lasso action, looks decent
Ballistic EnchantmentNot bad for maintaining damage, and range helps hit enemies more often
Rescue BeamA lot of healing, we are always in fights so we can save a huge number of people. Also can be used with ultimate, pulling our teammate to deal more damage
Torment PulseGet close to enemies and deal constant damage. Works well with lasso
Superior DurationSame duration, but a bit longer and on all skills
Greater ExpansionCan take it to hit barrels and lasso more often
Radiant RegenerationTogether with Spirit Burn and Escalating, heals gradually 400 hp from 1 barrel only on 1 target. Also gives ms which will be useful in ultimate
Spirit SnatchWhen getting close to the opponent, we jump and give a barrel with melee, hitting the opponent's melee
Surge of Power+65 to barrel damage, temporary effect from Fleetfoots, more fire rate and extra ms
SpellslingerIn late, after opening a very large number of barrels and cooldown may come in handy
Shadow WeaveInvisibly try to approach from behind and take them in a lasso. Gives a bit of spirit and big regen
Spiritual OverflowSeems very universal, but you don't feel the buffs. Too overpriced
LeechAs a replacement for Infuser, it works since we deal hybrid damage
Siphon BulletsGreatly boosts our gun damage regardless of how strong it already was. Can be taken as the only item for gun
Diviner's Kevlar1000 hp looks good, but the spirit gain is a bit low for such a price. For survivability, better to take Divine Barrier
Magic CarpetFly up to them, throw a lasso, while casting jump on the jump pad and run away. Preferably after the super duration
Mercurial MagnumWe level both spirit and physical damage. The higher the fire rate, the higher the chance to hit headshots and trigger the passive, and with this item, also spirit burn with escalating
Lightning ScrollGives ms and an imba passive for slowing in addition to its main function, and the lightning strikes exactly when the ult ends, allowing us to stun the enemy longer if we are in the air
Arctic BlastUse immediately after the ult, then throw the barrel, which significantly reduces the enemy's speed. Also, don't forget about +15% damage and spirit resist. Just like with the weak version, buy only f
All item notes
- Extra Regen — We already have weak regen, we won't make it much stronger, it's for connoisseurs
- Mystic Expansion — Can be leveled up to 1 in the laning phase, to make it easier to hit. If slots are not a problem, can upgrade, but I recommend selling it later
- Mystic Regeneration — Decent item for healing, if hitting barrels heals on average 300-400 hp during laning. It's worse than restorative, but can be upgraded
- Rusted Barrel — Better to trade in laning, ideal on the lane with McGuinness or Haze, then either upgrade or sell
- Spirit Strike — Slightly buffs damage from hand. Definitely upgrade
- Spirit Shredder — The #1 item in the game that gives spirit steal not only to you, but also to others on target. Can be taken in laning if you're with a strong teammate through spirit
- Stalker — Can be taken at the start as a situational item. Very convenient to chase enemies with this item, especially when the opponent tries to escape from ultimate
- Mystic Shot — Take it in lane, usually instead of emblem. Increases our burst damage. Very high scale from spiritism, this item is always relevant, but still sell it in late
- Reactive Barrier — After the nerf, shields became better than them. Gives less barrier but restores 1 stamina, on holiday which starts with 2 stamina helps a lot. Also less cooldown, and more relevant in late
- Quicksilver Reload — An unusual item, take it only if you were hit on the head against the wall, or if you're low on ammo (unlikely)
- Duration Extender — Take duration to kill enemies more often in ultimate. Can skip, upgrading doesn't make sense. Can interfere if we go in under Walker too early
- Cold Front — Small resistance to spirit, strong slow and decent damage. Press right after ultimate or after landing from jump pad on enemy. Mainly used for slowing
- Spirit Rend — Reduces target's resistance by a whole 28%, also gives a small HP buff. If slots are extremely tight, sell it first (if there's nothing situational for 1600 and 800)
- Alchemical Fire — Throw it under yourself during lasso action, looks decent
- Ballistic Enchantment — Not bad for maintaining damage, and range helps hit enemies more often
- Rescue Beam — A lot of healing, we are always in fights so we can save a huge number of people. Also can be used with ultimate, pulling our teammate to deal more damage
- Torment Pulse — Get close to enemies and deal constant damage. Works well with lasso
- Superior Duration — Same duration, but a bit longer and on all skills
- Greater Expansion — Can take it to hit barrels and lasso more often
- Radiant Regeneration — Together with Spirit Burn and Escalating, heals gradually 400 hp from 1 barrel only on 1 target. Also gives ms which will be useful in ultimate
- Spirit Snatch — When getting close to the opponent, we jump and give a barrel with melee, hitting the opponent's melee
- Surge of Power — +65 to barrel damage, temporary effect from Fleetfoots, more fire rate and extra ms
- Spellslinger — In late, after opening a very large number of barrels and cooldown may come in handy
- Shadow Weave — Invisibly try to approach from behind and take them in a lasso. Gives a bit of spirit and big regen
- Spiritual Overflow — Seems very universal, but you don't feel the buffs. Too overpriced
- Leech — As a replacement for Infuser, it works since we deal hybrid damage
- Siphon Bullets — Greatly boosts our gun damage regardless of how strong it already was. Can be taken as the only item for gun
- Diviner's Kevlar — 1000 hp looks good, but the spirit gain is a bit low for such a price. For survivability, better to take Divine Barrier
- Magic Carpet — Fly up to them, throw a lasso, while casting jump on the jump pad and run away. Preferably after the super duration
- Mercurial Magnum — We level both spirit and physical damage. The higher the fire rate, the higher the chance to hit headshots and trigger the passive, and with this item, also spirit burn with escalating
- Lightning Scroll — Gives ms and an imba passive for slowing in addition to its main function, and the lightning strikes exactly when the ult ends, allowing us to stun the enemy longer if we are in the air
- Arctic Blast — Use immediately after the ult, then throw the barrel, which significantly reduces the enemy's speed. Also, don't forget about +15% damage and spirit resist. Just like with the weak version, buy only f
- 15
PHYSICAL DAMAGE / MELEE
Optional13,600 Soulsremaining counter items
- 16
SPIRIT DAMAGE / DEBUFFS
Optional22,400 Soulsremaining counter items
