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
Priority Pick
73,600 SoulsTake unless you've got the chance to pick up a rare or enhanced item, or you need a counterplay item.
FleetfootCORE | MOVEMENT SPEED | On a hero as slow as Venator, movement speed is king.
Enduring SpeedCORE | MOVEMENT SPEED | If you get it enhanced, the enhancement will carry over to Juggernaut.
Bullet LifestealSEMI-CORE | Green investment, health on item, lifesteal. What's not to like? Somewhat interchangable with Active Reload (although if you have the option to take both, go for it).
Active ReloadSEMI-CORE | Faster reloads help apply pressure, and lifesteal keeps you in the fight. With a bit of extra ammo, you should be able to trigger this just about every reload.
Stamina MasteryMEGA CORE | MOVEMENT | Your positioning is everything. Be there when you need to be, get out of dodge when not. Stamina recovery up 18% is way more that it looks like.
Spirit ResilienceSEMI-CORE | The times where this won't be good are few and far between. A great boost to survivability.
BerserkerCORE | Assuming your survivability is online, you can get a lot of damage off of this. Probably worth taking pre-green items if it's enhanced. The 120 damage it takes to stack is pre-resistance!
Bullet ResilienceSEMI-CORE | Slightly less consistantly good than Spirit Resilience, but still very good. A great boost to survivability, provided there are people building gun.
Burst FireSEMI-CORE | Do not underestimate the slide distance. This is a movement item and damage booster in one.
Superior CooldownYou want abilities coming up consistantly so that you have options in combat. This item also single-handedly shaves 28 seconds off of your ultimate.
Escalating ResilienceSEMI-CORE | Weapon investment, ammo, and damage on the item, plus survivability against teams that aren't entirely spirit-focused. AMAZING when enhanced.
Transcendent CooldownSuperior Cooldown but slightly better. You have an arsenal of weapons, and you should use them as you deem fit.
JuggernautMEGA CORE | Significantly improves your ability to apply pressure on their front line. Quite possibly Brawler Venator's best item. Good even if there are no gun heroes on the enemy team.
Vampiric BurstCORE | Keeps you alive when push comes to shove. Passive bullet lifesteal is also exellent.
SilencerCORE | Wildly good. The damage reduction isn't build-up based, so you can (and should) try to keep the whole enemy team debuffed.
InhibitorCORE | Sidegrade to Silencer, also wildly good, and preferable if you need anti-heal. Try to get at least one of the two.
FrenzySEMI-CORE | Fire rate helps you finish fights/heal up with lifesteal. Movement speed and debuff resist at low health can be extremely useful, but it's a tad matchup dependant.
RicochetSEMI-CORE | Spread out the love (bullets). Especially good with Silencer/Inhibitor. Also works on your ult now WHAT?
All item notes
- Fleetfoot — CORE | MOVEMENT SPEED | On a hero as slow as Venator, movement speed is king.
- Enduring Speed — CORE | MOVEMENT SPEED | If you get it enhanced, the enhancement will carry over to Juggernaut.
- Bullet Lifesteal — SEMI-CORE | Green investment, health on item, lifesteal. What's not to like? Somewhat interchangable with Active Reload (although if you have the option to take both, go for it).
- Active Reload — SEMI-CORE | Faster reloads help apply pressure, and lifesteal keeps you in the fight. With a bit of extra ammo, you should be able to trigger this just about every reload.
- Stamina Mastery — MEGA CORE | MOVEMENT | Your positioning is everything. Be there when you need to be, get out of dodge when not. Stamina recovery up 18% is way more that it looks like.
- Spirit Resilience — SEMI-CORE | The times where this won't be good are few and far between. A great boost to survivability.
- Berserker — CORE | Assuming your survivability is online, you can get a lot of damage off of this. Probably worth taking pre-green items if it's enhanced. The 120 damage it takes to stack is pre-resistance!
- Bullet Resilience — SEMI-CORE | Slightly less consistantly good than Spirit Resilience, but still very good. A great boost to survivability, provided there are people building gun.
- Burst Fire — SEMI-CORE | Do not underestimate the slide distance. This is a movement item and damage booster in one.
- Superior Cooldown — You want abilities coming up consistantly so that you have options in combat. This item also single-handedly shaves 28 seconds off of your ultimate.
- Escalating Resilience — SEMI-CORE | Weapon investment, ammo, and damage on the item, plus survivability against teams that aren't entirely spirit-focused. AMAZING when enhanced.
- Transcendent Cooldown — Superior Cooldown but slightly better. You have an arsenal of weapons, and you should use them as you deem fit.
- Juggernaut — MEGA CORE | Significantly improves your ability to apply pressure on their front line. Quite possibly Brawler Venator's best item. Good even if there are no gun heroes on the enemy team.
- Vampiric Burst — CORE | Keeps you alive when push comes to shove. Passive bullet lifesteal is also exellent.
- Silencer — CORE | Wildly good. The damage reduction isn't build-up based, so you can (and should) try to keep the whole enemy team debuffed.
- Inhibitor — CORE | Sidegrade to Silencer, also wildly good, and preferable if you need anti-heal. Try to get at least one of the two.
- Frenzy — SEMI-CORE | Fire rate helps you finish fights/heal up with lifesteal. Movement speed and debuff resist at low health can be extremely useful, but it's a tad matchup dependant.
- Ricochet — SEMI-CORE | Spread out the love (bullets). Especially good with Silencer/Inhibitor. Also works on your ult now WHAT?
- 2
Recommended
77,600 SoulsGrab a T2 and T3 gun item to reach 4.8k investment.
Extra RegenEarly sustain. Helps you hold ground, and stay healthy enough to go in for a kill, should oppertunity arrise.
Extra HealthWhat's not to like?
Restorative ShotHelps with your sustain in the first few rounds. Very very good if enhanced.
Headshot BoosterThe cooldown time is a touch long, but the damage is appreciated. Gives you a bit of unexpected burst to grab an early kill if you set things up right. Shotgun stun > headshot.
Extended MagazineExtra ammo is extra ammo. Useful, and often worth taking, but nothing crazy.
Opening RoundsLow health enemies tend to play less aggressively, which means you'll have an easier time on the front lines. A decent enhanced pickup, especially early.
Slowing BulletsRunning away? I think not!
Intensifying MagazineGood damage increase, and the ammo is appreciated.
Weakening HeadshotYou have the highest bullet velocity in the game; this should not be hard to trigger. Bonus health is also nice.
Titanic MagazineMore ammo isn't something you're going to complain about, and the damage is nice, but there are better tier 2 items.
Quicksilver ReloadPretty good for keeping up pressure. If I have extra charges, I like putting it on Grenade, but Snap Trap is also valid. Since Feb 12th 2026, the bonus spirit damage WILL apply to your Grenades.
Toxic BulletsDecent gun investment, and the anti-heal is good against VICTOR, Geist, Abrams, Kelvin, etc. You don't have spirit scaling, so don't buy this looking for damage.
Alchemical FireSoftens up enemies for you. A really good area denial tool in Street Brawl.
Hunter's AuraExtra good if you often find youself in duals, or are facing gun-heavy teams.
Dispel MagicWorks in the middle of a fight (dodging CC), or while trying to disengage (removing slows, healing yourself, and bonus move speed). There's always something to clear.
FortitudeThirteen seconds is... a while in Street Brawl. Still, the extra health is good (great when enhanced), and sometimes you just need green items. This does the job.
HeadhunterYeah, this is good on Venator. You have the highest bullet velocity in the game, and benefit greatly from the sustain and bonus speed. EXTRA GOOD when enhanced.
Superior DurationA little bullet resist and a longer Gutshot stun. MUCH better with any buff/debuff items: Silencer, Inhibitor, Berserker, Juggernaut, Burst Fire, Active Reload, etc.
ColossusClassic brawler item. Pop for team fights. The base health is sizable.
LeechA good upgrade from bullet lifesteal, not a priority though. If you don't have any lifesteal, probably worth picking up.
Mercurial MagnumQuicksilver reload but better. Again, the bonus damage works on Grenade, so if you have extra charges from something, that's where I'd imbue it. Otherwise put it on snap trap.
Lucky ShotThis does an often-times shocking amount of extra damage. Very good item.
Siphon BulletsYou shoot a lot of bullets. That makes for (theoretically) a lot of stolen health. You live > they die. Sounds like a good deal to me.
Ballistic EnchantmentPotentially good on shotgun, giving it extra range, and you extra damage. The extra range also makes it easier to knock away people who smell bad (Victor, Silver).
Crippling HeadshotYeah, it's really good. Those are some pretty substantial debuffs to hit someone with, and you have the highest bullet velocity in the game.
All item notes
- Extra Regen — Early sustain. Helps you hold ground, and stay healthy enough to go in for a kill, should oppertunity arrise.
- Extra Health — What's not to like?
- Restorative Shot — Helps with your sustain in the first few rounds. Very very good if enhanced.
- Headshot Booster — The cooldown time is a touch long, but the damage is appreciated. Gives you a bit of unexpected burst to grab an early kill if you set things up right. Shotgun stun > headshot.
- Extended Magazine — Extra ammo is extra ammo. Useful, and often worth taking, but nothing crazy.
- Opening Rounds — Low health enemies tend to play less aggressively, which means you'll have an easier time on the front lines. A decent enhanced pickup, especially early.
- Slowing Bullets — Running away? I think not!
- Intensifying Magazine — Good damage increase, and the ammo is appreciated.
- Weakening Headshot — You have the highest bullet velocity in the game; this should not be hard to trigger. Bonus health is also nice.
- Titanic Magazine — More ammo isn't something you're going to complain about, and the damage is nice, but there are better tier 2 items.
- Quicksilver Reload — Pretty good for keeping up pressure. If I have extra charges, I like putting it on Grenade, but Snap Trap is also valid. Since Feb 12th 2026, the bonus spirit damage WILL apply to your Grenades.
- Toxic Bullets — Decent gun investment, and the anti-heal is good against VICTOR, Geist, Abrams, Kelvin, etc. You don't have spirit scaling, so don't buy this looking for damage.
- Alchemical Fire — Softens up enemies for you. A really good area denial tool in Street Brawl.
- Hunter's Aura — Extra good if you often find youself in duals, or are facing gun-heavy teams.
- Dispel Magic — Works in the middle of a fight (dodging CC), or while trying to disengage (removing slows, healing yourself, and bonus move speed). There's always something to clear.
- Fortitude — Thirteen seconds is... a while in Street Brawl. Still, the extra health is good (great when enhanced), and sometimes you just need green items. This does the job.
- Headhunter — Yeah, this is good on Venator. You have the highest bullet velocity in the game, and benefit greatly from the sustain and bonus speed. EXTRA GOOD when enhanced.
- Superior Duration — A little bullet resist and a longer Gutshot stun. MUCH better with any buff/debuff items: Silencer, Inhibitor, Berserker, Juggernaut, Burst Fire, Active Reload, etc.
- Colossus — Classic brawler item. Pop for team fights. The base health is sizable.
- Leech — A good upgrade from bullet lifesteal, not a priority though. If you don't have any lifesteal, probably worth picking up.
- Mercurial Magnum — Quicksilver reload but better. Again, the bonus damage works on Grenade, so if you have extra charges from something, that's where I'd imbue it. Otherwise put it on snap trap.
- Lucky Shot — This does an often-times shocking amount of extra damage. Very good item.
- Siphon Bullets — You shoot a lot of bullets. That makes for (theoretically) a lot of stolen health. You live > they die. Sounds like a good deal to me.
- Ballistic Enchantment — Potentially good on shotgun, giving it extra range, and you extra damage. The extra range also makes it easier to knock away people who smell bad (Victor, Silver).
- Crippling Headshot — Yeah, it's really good. Those are some pretty substantial debuffs to hit someone with, and you have the highest bullet velocity in the game.
- 3
Counterplay
Optional45,600 Souls
RebuttalHaving trouble with Billy? Take this, but also try to play around walls to make the most out of your shotgun. Works against Puddle Punch too.
Battle VestYou buy this for the bullet resist. It does the job. Somewhat interchangable with Weapon Shielding, depending on how much burst you're taking.
Weapon ShieldingGetting bursted down by bullet damage? Somewhat interchangable with Battle Vest, depending on how much burst you're taking.
Spirit ShieldingGood against burst spirit damage. Beats out the passive resist from Enchanter's Emblem most of the time, since you don't get much out of the spirit power it gives.
Plated ArmorFor if you're REALLY getting screwed over by gun damage/on-hit effects. Effective against Infernus, Toxic Bullets, Haze, etc.
SpellbreakerSTILL taking too much spirit damage?
KnockdownHelps deal with Seven, Silver, Victor, Vindicta, Grey Talon, etc.
Reactive BarrierPrevents LASH and ABRAMS from bursting you down. Also good against Rem, Haze, Seven, Graves, or any team heavy in CC. Overall, a very good pickup.
Debuff ReducerGood against Infernus, Toxic Bullets, or CC heavy teams.
Slowing HexAnti-Apollo/Lash.
CounterspellWorks on: Apollo's ultimate, Rem's ultimate, Infernus' ultimate, Paige's ultimate AND her immobilize ability, Bebop's bombs, Seven's stun, and and so much more!
Ethereal ShiftSometimes you just need a moment to yourself.
Silence WaveCan be useful against teams that deathball. You can also use it to proc their Indomitable so that it doesn't prevent your Gutshot stun.
Metal SkinPassive resist is nice, and it's a good panic button, but it's pretty matchup dependent. Really messes with Silver.
Enchanter's EmblemYou don't really benefit from the spirit power at all, which makes this on average worse than its gun counterpart. Still, sometimes you just need the spirit resist.
Return FireGood into bursty teams, as well as when you're out of position/pinned down and need to break for safety.
All item notes
- Rebuttal — Having trouble with Billy? Take this, but also try to play around walls to make the most out of your shotgun. Works against Puddle Punch too.
- Battle Vest — You buy this for the bullet resist. It does the job. Somewhat interchangable with Weapon Shielding, depending on how much burst you're taking.
- Weapon Shielding — Getting bursted down by bullet damage? Somewhat interchangable with Battle Vest, depending on how much burst you're taking.
- Spirit Shielding — Good against burst spirit damage. Beats out the passive resist from Enchanter's Emblem most of the time, since you don't get much out of the spirit power it gives.
- Plated Armor — For if you're REALLY getting screwed over by gun damage/on-hit effects. Effective against Infernus, Toxic Bullets, Haze, etc.
- Spellbreaker — STILL taking too much spirit damage?
- Knockdown — Helps deal with Seven, Silver, Victor, Vindicta, Grey Talon, etc.
- Reactive Barrier — Prevents LASH and ABRAMS from bursting you down. Also good against Rem, Haze, Seven, Graves, or any team heavy in CC. Overall, a very good pickup.
- Debuff Reducer — Good against Infernus, Toxic Bullets, or CC heavy teams.
- Slowing Hex — Anti-Apollo/Lash.
- Counterspell — Works on: Apollo's ultimate, Rem's ultimate, Infernus' ultimate, Paige's ultimate AND her immobilize ability, Bebop's bombs, Seven's stun, and and so much more!
- Ethereal Shift — Sometimes you just need a moment to yourself.
- Silence Wave — Can be useful against teams that deathball. You can also use it to proc their Indomitable so that it doesn't prevent your Gutshot stun.
- Metal Skin — Passive resist is nice, and it's a good panic button, but it's pretty matchup dependent. Really messes with Silver.
- Enchanter's Emblem — You don't really benefit from the spirit power at all, which makes this on average worse than its gun counterpart. Still, sometimes you just need the spirit resist.
- Return Fire — Good into bursty teams, as well as when you're out of position/pinned down and need to break for safety.
- 4
Situational
37,600 Souls
Spirit ShredderNo build-up required. Decent if your team mainly deals spirit damage.
Spirit RendNo build-up required. Decent if your team mainly deals spirit damage.
Swift StrikerA solid pick if you have increased ammo. Otherwise, I feel like it typically underperforms compared to other T2 gun items.
Close QuartersDecent into Abrams, Lash, and Billy. The damage bonus helps clear minions faster if you're being pushed.
Fury TranceA poor man's Vampiric Burst. If you can time it well, six seconds of +40% spirit resist isn't bad against burst damage heroes. Passive lifesteal is also good. Overall, it's okay.
Trophy CollectorIn a high kill game, there's an argument to be made for it, but I feel like there are generally better tier two items.
Armor PiercerIf all your enemies bought bullet resist, or if Mirage is being annoying with resists from his tornado.
Warp StoneUsually pretty useful, but loses a lot of oomph if the enemy team is full of spirit builds.
Cheat DeathYou don't have a way to heal yourself (outside of lifesteal), so running away with this usually doesn't go too well. If you can count on your teammates heal you up, this becomes much more viable.
Spiritual OverflowAbility duration up at base is nice for Gutshot's stun. The 'overflowing' effect after hitting 7 shots gives you +5% resists (from spirit power), and fire rate. Jack of all trades, master of none.
Rapid RechargeSometimes you really need more ranged poke options. Only good if you're able to max Consecrating Grenade.
All item notes
- Spirit Shredder — No build-up required. Decent if your team mainly deals spirit damage.
- Spirit Rend — No build-up required. Decent if your team mainly deals spirit damage.
- Swift Striker — A solid pick if you have increased ammo. Otherwise, I feel like it typically underperforms compared to other T2 gun items.
- Close Quarters — Decent into Abrams, Lash, and Billy. The damage bonus helps clear minions faster if you're being pushed.
- Fury Trance — A poor man's Vampiric Burst. If you can time it well, six seconds of +40% spirit resist isn't bad against burst damage heroes. Passive lifesteal is also good. Overall, it's okay.
- Trophy Collector — In a high kill game, there's an argument to be made for it, but I feel like there are generally better tier two items.
- Armor Piercer — If all your enemies bought bullet resist, or if Mirage is being annoying with resists from his tornado.
- Warp Stone — Usually pretty useful, but loses a lot of oomph if the enemy team is full of spirit builds.
- Cheat Death — You don't have a way to heal yourself (outside of lifesteal), so running away with this usually doesn't go too well. If you can count on your teammates heal you up, this becomes much more viable.
- Spiritual Overflow — Ability duration up at base is nice for Gutshot's stun. The 'overflowing' effect after hitting 7 shots gives you +5% resists (from spirit power), and fire rate. Jack of all trades, master of none.
- Rapid Recharge — Sometimes you really need more ranged poke options. Only good if you're able to max Consecrating Grenade.
- 5
Prefer Enhanced
Optional17,600 Souls
Sprint BootsPRIORITIZE IF ENHANCED | The enhancement will carry over to Enduring Speed (great), and then Juggernaut (amazing). Okay for sustain, although you'd prefer extra regen.
Extra StaminaPRIORITIZE IF ENHANCED | Upgrades into enhanced Stamina Mastery (a big deal). The extra point of stamina and the +12% stamina recovery make a shockingly large difference on its own.
Weighted ShotsENHANCED ONLY | Normally a bit of a trap, since it slows you down. The enhanced version makes the tradeoff worth considering though, especially if you already have items that speed you up.
Melee ChargeI don't generally find this worthwhile unless I get it enhanced. With double the distance, it's a good killing blow, gap closer, and even dash substitute on occasion.
Point BlankMatchup dependant. How often can you get into range to make use of it? Don't take if your enemies tend to deathball. Good when enhanced.
Recharging RushThe stats are decent, but it's more of a synergy piece to go along with something like Quicksilver Reload. The stats on the enhanced version can make this REALLY tempting.
Glass CannonAre you dying because they don't need to respect your damage output? This will solve that. Sometimes having less health means you'll live longer.
All item notes
- Sprint Boots — PRIORITIZE IF ENHANCED | The enhancement will carry over to Enduring Speed (great), and then Juggernaut (amazing). Okay for sustain, although you'd prefer extra regen.
- Extra Stamina — PRIORITIZE IF ENHANCED | Upgrades into enhanced Stamina Mastery (a big deal). The extra point of stamina and the +12% stamina recovery make a shockingly large difference on its own.
- Weighted Shots — ENHANCED ONLY | Normally a bit of a trap, since it slows you down. The enhanced version makes the tradeoff worth considering though, especially if you already have items that speed you up.
- Melee Charge — I don't generally find this worthwhile unless I get it enhanced. With double the distance, it's a good killing blow, gap closer, and even dash substitute on occasion.
- Point Blank — Matchup dependant. How often can you get into range to make use of it? Don't take if your enemies tend to deathball. Good when enhanced.
- Recharging Rush — The stats are decent, but it's more of a synergy piece to go along with something like Quicksilver Reload. The stats on the enhanced version can make this REALLY tempting.
- Glass Cannon — Are you dying because they don't need to respect your damage output? This will solve that. Sometimes having less health means you'll live longer.
- 6
Additional Notes
21,600 Souls
HealbaneWould be useful if you could deal spirit damage consistantly. Maybe if you're running Mercurial Magnum? Even then, you're probably better off with Toxic Bullets.
WitchmailSpellbreaker is preferable at this tier, since you don't benefit much from the extra spirit power, but hey, if you don't have any other spirit resist items, it's still good.
High-Velocity RoundsLargely irrelevant. You already have the highest bullet velocity in the game.
SharpshooterMakes you slow in combat. Anti-synergy with everything else in this build.
Kinetic DashExtra Stamina but it gives gun investment. I'm yet to determine how useful the rest of the item actually is. Might be good for jumping squishies?
Shadow WeaveA hard sell in street brawl, but not unworkable. If you can coordinate something with your team, or your enemies arn't deathballing, then maybe. Still, there are better tier four items.
Surge of PowerUnlike Quicksilver Reload's bonus damage, this one only works on traps.
Split ShotThis works on your ult now. I don't know if it's any good, but it's a thing.
All item notes
- Healbane — Would be useful if you could deal spirit damage consistantly. Maybe if you're running Mercurial Magnum? Even then, you're probably better off with Toxic Bullets.
- Witchmail — Spellbreaker is preferable at this tier, since you don't benefit much from the extra spirit power, but hey, if you don't have any other spirit resist items, it's still good.
- High-Velocity Rounds — Largely irrelevant. You already have the highest bullet velocity in the game.
- Sharpshooter — Makes you slow in combat. Anti-synergy with everything else in this build.
- Kinetic Dash — Extra Stamina but it gives gun investment. I'm yet to determine how useful the rest of the item actually is. Might be good for jumping squishies?
- Shadow Weave — A hard sell in street brawl, but not unworkable. If you can coordinate something with your team, or your enemies arn't deathballing, then maybe. Still, there are better tier four items.
- Surge of Power — Unlike Quicksilver Reload's bonus damage, this one only works on traps.
- Split Shot — This works on your ult now. I don't know if it's any good, but it's a thing.
