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
Purple 4800
7,200 SoulsLet grenades cover more people, if health is tight early, give grenades to yourself and teammates, if you need left to right, you can search for build 544530
Extra ChargeMore grenades! Sustain and output with grenades before Laser Level 2
Extra SpiritHigher numbers! AP's core, here comes the big hat
Rapid RechargeThe core for Ice Man early game is grenades, rapid charging speeds up cooldown and grenade effectiveness
Mystic ExpansionBigger range! Cover more teammates and enemies
Improved SpiritEnhanced out-of-combat recovery and some spirit power
All item notes
- Extra Charge — More grenades! Sustain and output with grenades before Laser Level 2
- Extra Spirit — Higher numbers! AP's core, here comes the big hat
- Rapid Recharge — The core for Ice Man early game is grenades, rapid charging speeds up cooldown and grenade effectiveness
- Mystic Expansion — Bigger range! Cover more teammates and enemies
- Improved Spirit — Enhanced out-of-combat recovery and some spirit power
- 2
Green 4800
7,200 SoulsChoose between Curse of Healing and Healing Enhancement
Enchanter's EmblemProvides high-value green gear, Spirit Resistance and Spirit Power, plus cooldown are very popular stats. Ice Man's high sustain makes his passive easy to meet. A solid choice for 4800.
Enduring SpeedMovement speed. Ice Man relies on his 2nd skill to freeze the path for mobility. Quickness boosts escape and support speed. Green gear is a must for roaming Ice Man.
Extra RegenA very strong recovery item. Greatly reduces lane pressure. Can be built first for continuous recovery. Even without Healing Enhancement, can build a transitional item.
Healing BoosterHealing Enhancement not only boosts the healing of grenades but also enhances Mystic Healing and self-health recovery, etc. Later on, it can upgrade to Green Drum to increase teammates' movement and a
HealbaneHealing reduction and team fight healing. For Viktor and heroes with healing like Pig, this is viable. In the current version, there are many healing methods, and healing reduction is a very effective
All item notes
- Enchanter's Emblem — Provides high-value green gear, Spirit Resistance and Spirit Power, plus cooldown are very popular stats. Ice Man's high sustain makes his passive easy to meet. A solid choice for 4800.
- Enduring Speed — Movement speed. Ice Man relies on his 2nd skill to freeze the path for mobility. Quickness boosts escape and support speed. Green gear is a must for roaming Ice Man.
- Extra Regen — A very strong recovery item. Greatly reduces lane pressure. Can be built first for continuous recovery. Even without Healing Enhancement, can build a transitional item.
- Healing Booster — Healing Enhancement not only boosts the healing of grenades but also enhances Mystic Healing and self-health recovery, etc. Later on, it can upgrade to Green Drum to increase teammates' movement and a
- Healbane — Healing reduction and team fight healing. For Viktor and heroes with healing like Pig, this is viable. In the current version, there are many healing methods, and healing reduction is a very effective
- 3
Slow (choose one)
3,200 Souls
Mystic SlowAlthough slow should be multiplicative, grenades slow and freeze stamina plus laser continuous slow synergize well. After building this, roaming can better secure kills.
Slowing HexCompared to Mystic Slow, the advantage is disabling mobility skills. Very suitable against characters like Apollo with many mobility skills. The downside is low coverage, only effective against single
All item notes
- Mystic Slow — Although slow should be multiplicative, grenades slow and freeze stamina plus laser continuous slow synergize well. After building this, roaming can better secure kills.
- Slowing Hex — Compared to Mystic Slow, the advantage is disabling mobility skills. Very suitable against characters like Apollo with many mobility skills. The downside is low coverage, only effective against single
- 4
Magic Penetration
8,000 Souls
Mystic VulnerabilitySpell Penetration. At this point, enemies usually have high magic defense, so AP damage needs this.
Escalating ExposureCan synergize with long-lasting lasers and cooldown reduction. Long-lasting lasers provide continuous stacking, while cooldown reduction speeds up stacking efficiency, providing high damage increase,
All item notes
- Mystic Vulnerability — Spell Penetration. At this point, enemies usually have high magic defense, so AP damage needs this.
- Escalating Exposure — Can synergize with long-lasting lasers and cooldown reduction. Long-lasting lasers provide continuous stacking, while cooldown reduction speeds up stacking efficiency, providing high damage increase,
- 5
Duration
4,800 Souls
Duration ExtenderLonger lasers!
Superior DurationExtend DEBUFF and ultimate duration. Increase laser duration for better harvesting, to prevent being left staring without grenades or lasers. The laser starts its cooldown the moment it's activated. E
All item notes
- Duration Extender — Longer lasers!
- Superior Duration — Extend DEBUFF and ultimate duration. Increase laser duration for better harvesting, to prevent being left staring without grenades or lasers. The laser starts its cooldown the moment it's activated. E
- 6
Cooldown
4,800 Souls
Compress CooldownFaster turnaround!
Superior CooldownCooldown. Provides denser output. AP skill users can't skip this.
All item notes
- Compress Cooldown — Faster turnaround!
- Superior Cooldown — Cooldown. Provides denser output. AP skill users can't skip this.
- 7
Ability Power
6,400 SoulsAll item notes
- Boundless Spirit — High spell power. Simple and straightforward stats.
- 8
Range
3,200 SoulsAll item notes
- Greater Expansion — Even bigger range! Longer lasers and larger laser splash range. If you build Hunter's Season and stack it fully, you might consider skipping this.
- 9
Healing Reduction
6,400 SoulsAll item notes
- Spirit Burn — Upgraded Curse of No Healing. At this point, everyone has built a lot of lifesteal items. This is a must.
- 10
Support and Cumulative Damage Calculation
8,000 Souls
Spirit SapMore resistance reduction!
Focus LensSilence, resistance reduction, Spirit reduction, damage calculation. Oh my, Lens Master! If there's not enough space, the previous two slow items can be sold for this.
All item notes
- Spirit Sap — More resistance reduction!
- Focus Lens — Silence, resistance reduction, Spirit reduction, damage calculation. Oh my, Lens Master! If there's not enough space, the previous two slow items can be sold for this.
- 11
Slow Resistance
6,400 SoulsAll item notes
- Juggernaut — Provides resistance to slow and reduces enemy gun C's attack speed, plus melee resistance. If you have extra gold, you can build this.
- 12
Big Cooldown
6,400 SoulsAll item notes
- Transcendent Cooldown — Not just active skills. Many passive items can create great synergy, like speeding up damage stacking and increasing the coverage of Wizard Armor and Curse Breaking Amulet. If you have extra gold, bui
- 13
Late Game Defense Items
Optional19,200 SoulsGet tankier!
WitchmailUseful when there's a lot of lifesteal. Increases skill frequency while providing high Spirit Resistance, a cycle of recovery and output lubrication. Plus, it can reduce cooldown when using lasers. If
SpellbreakerAgainst characters like Da, who deal high single-target Spirit damage, this is very strong.
Plated ArmorEffective against weapon damage. Provides hit effects to stop. Effectively targets characters like Fire Man and Dream who stack bullet hits.
All item notes
- Witchmail — Useful when there's a lot of lifesteal. Increases skill frequency while providing high Spirit Resistance, a cycle of recovery and output lubrication. Plus, it can reduce cooldown when using lasers. If
- Spellbreaker — Against characters like Da, who deal high single-target Spirit damage, this is very strong.
- Plated Armor — Effective against weapon damage. Provides hit effects to stop. Effectively targets characters like Fire Man and Dream who stack bullet hits.
- 14
Optional Early Game Defense Items
Optional16,000 SoulsOnly consider releasing when absolutely forced
Reactive BarrierProvides high shields and some stamina when hard controlled. A defensive item to use when forced.
Spirit ShieldingSame Emergency Barrier can block when it comes out and hit the enemy hard
Spirit ResilienceIf the enemy has a lot of AP, you can build
Metal SkinIf the enemy has a lot of guns, you can build. If you get wrecked by Dream, you need to build
Dispel MagicFire Man, Seifer, etc. can remove the robot's bombs on the ground or if you get targeted by Hammer or Thunder while sliding with skill 2, it's useful
CounterspellBlocking will interrupt lasers, but 0.8S ignores item skill effects, authoritative
All item notes
- Reactive Barrier — Provides high shields and some stamina when hard controlled. A defensive item to use when forced.
- Spirit Shielding — Same Emergency Barrier can block when it comes out and hit the enemy hard
- Spirit Resilience — If the enemy has a lot of AP, you can build
- Metal Skin — If the enemy has a lot of guns, you can build. If you get wrecked by Dream, you need to build
- Dispel Magic — Fire Man, Seifer, etc. can remove the robot's bombs on the ground or if you get targeted by Hammer or Thunder while sliding with skill 2, it's useful
- Counterspell — Blocking will interrupt lasers, but 0.8S ignores item skill effects, authoritative
- 15
Purification
Optional12,800 SoulsTargeted when controlled while skating
Divine BarrierCan clear control whether teammates or yourself are controlled, pretty useful but a bit expensive, usually built when targeted
UnstoppableComes with debuff resistance, often can build when getting controlled while escaping with skill 2
All item notes
- Divine Barrier — Can clear control whether teammates or yourself are controlled, pretty useful but a bit expensive, usually built when targeted
- Unstoppable — Comes with debuff resistance, often can build when getting controlled while escaping with skill 2
- 16
Lifesteal
Optional6,400 SoulsAll item notes
- Infuser — 6 seconds of high lifesteal, in the current version Kelvin is very tanky, lasers and grenades are area damage in the late game, paired with Ice Shield's healing, can really lifesteal and survive
- 17
Support
Optional6,400 SoulsAll item notes
- Healing Tempo — Build when there's a gun C brother in the team, grenades can trigger group attack speed and movement speed, if the gun C brother is strong early, can build early to provide support and crowd control
- 18
Early Game Countermeasures
Optional1,600 Souls
Monster RoundsCan build early to deal with Rem or Turret Girl
RebuttalHey! I want to join your elbow strike party too!
All item notes
- Monster Rounds — Can build early to deal with Rem or Turret Girl
- Rebuttal — Hey! I want to join your elbow strike party too!
- 19
Snowballing
Optional1,600 SoulsAll item notes
- Trophy Collector — Only build in super super super strong wind, a very weird item, after building it will automatically fall behind 3200 economy, if you can find fights to stack layers, it's very strong
- 20
Mid Game Sustain
Optional3,200 SoulsAll item notes
- Radiant Regeneration — Strong mid-game sustain, but late game may not be enough, and slots are running out, can consider building
- 21
Percentage Damage
Optional4,000 Souls
Mystic BurstHigh bonus damage early, level 1 grenade damage is enough to trigger, but early trigger frequency is low, can upgrade or replace later, if pressure is high, grenades can heal, can skip
TankbusterIn this version everyone is tanky, only grenades can trigger, not affected by cooldown, 8% of current health, feels like wasting a slot late game
All item notes
- Mystic Burst — High bonus damage early, level 1 grenade damage is enough to trigger, but early trigger frequency is low, can upgrade or replace later, if pressure is high, grenades can heal, can skip
- Tankbuster — In this version everyone is tanky, only grenades can trigger, not affected by cooldown, 8% of current health, feels like wasting a slot late game
