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
Weapon Legendaries
29,997 Souls
Runed GauntletsRR: Minions don't parry, which is the most applicable use of heavy melees. BUT: Cooldown reduction could be farmed through killing minions.
Haunting ShotRR: Similar effect to headshot items and healbane. BUT: Could effectively counter seraphim wings, due to move and dash being debuffed.
Infinite RoundsTAKE: Especially if enemies have built up bullet resist. BUT: If you already have armor piercing rounds and titanic magazine, this is less impactful.
All item notes
- Runed Gauntlets — RR: Minions don't parry, which is the most applicable use of heavy melees. BUT: Cooldown reduction could be farmed through killing minions.
- Haunting Shot — RR: Similar effect to headshot items and healbane. BUT: Could effectively counter seraphim wings, due to move and dash being debuffed.
- Infinite Rounds — TAKE: Especially if enemies have built up bullet resist. BUT: If you already have armor piercing rounds and titanic magazine, this is less impactful.
- 2
Vitality Legendaries
69,993 Souls
Shadow StrikeRR: Not a melee-centric character, will fold like a twig. BUT: Good for escapes and avoiding being focused.
Eternal GiftTAKE: This item is so good man. BUT: If your rounds are lasting less than 4 minutes, this may not be as useful.
Cloak of OpportunityTAKE: High chance of people having debuff items this late in game. This can protect you. BUT: Indomitable enhanced is only a 3 second longer cooldown.
Electric SlippersRR: Be afraid if this is on a Vyper. BUT: If you regularly are sliding for that infinite ammo, you may as well take this. With burst fire enhanced, doubly scary.
Celestial BlessingTAKE: High chance that there will be ultimates draining multiple allies' health. BUT: If you have other support heavy allies, feel safe to RR. Can't have too much health, can have too little damage.
Seraphim WingsTAKE: Regardless of who has this, enhances whimsy of all heroes by 200% and annoys enemies by 30%. BUT: Takes some adjusting for aiming and maneuvering, and more vulnerable to knockdown.
Nullification BurstRR: Most teams are not so buff/healing/stamina focused that this will impact much. BUT: Could counter seraphim wings and celestial blessing.
All item notes
- Shadow Strike — RR: Not a melee-centric character, will fold like a twig. BUT: Good for escapes and avoiding being focused.
- Eternal Gift — TAKE: This item is so good man. BUT: If your rounds are lasting less than 4 minutes, this may not be as useful.
- Cloak of Opportunity — TAKE: High chance of people having debuff items this late in game. This can protect you. BUT: Indomitable enhanced is only a 3 second longer cooldown.
- Electric Slippers — RR: Be afraid if this is on a Vyper. BUT: If you regularly are sliding for that infinite ammo, you may as well take this. With burst fire enhanced, doubly scary.
- Celestial Blessing — TAKE: High chance that there will be ultimates draining multiple allies' health. BUT: If you have other support heavy allies, feel safe to RR. Can't have too much health, can have too little damage.
- Seraphim Wings — TAKE: Regardless of who has this, enhances whimsy of all heroes by 200% and annoys enemies by 30%. BUT: Takes some adjusting for aiming and maneuvering, and more vulnerable to knockdown.
- Nullification Burst — RR: Most teams are not so buff/healing/stamina focused that this will impact much. BUT: Could counter seraphim wings and celestial blessing.
- 3
Spirit Legendaries
69,993 Souls
Unstable ConcoctionRR: Most matches rely on you being alive, you are not a run in and die character. BUT: Can hit a teleport to enemies and then trigger this shortly before. Potentially hilarious.
Shrink RayTAKE: Whimsical. Much harder to shoot a target that is 50% smaller. Make ally Rem a real rat. BUT: Do not get trapped in tunnels when the effect wears off.
Mystical PianoTAKE: Especially when enhanced, this can be a very easy mode of lane control. BUT: Does not stop high up airborne enemies.
Omnicharge SignetTAKE: Double the lifesteal shots, could waste an enemy's Dispel Magic with it. Works even better if you have other imbuements on the ability. BUT: Requires predicting enemy movement.
Prism BlastTAKE: It's funny and a better last stand than unstable concoction, seeing as you can survive this. BUT: Move considerably slower while it's active.
Mystic ConduitTAKE: Arguably a better celestial blessing, so long as your allies are no further than two enhanced mystical pianos. BUT: Requires you to already be heavy damage.
Frostbite CharmTAKE: This has so many uses. On Djinn Mark, can be used to interrupt enemy movements like a much faster knockdown. Shoot once, hit 3, can save allies. BUT: You should still stack marks when viable.
All item notes
- Unstable Concoction — RR: Most matches rely on you being alive, you are not a run in and die character. BUT: Can hit a teleport to enemies and then trigger this shortly before. Potentially hilarious.
- Shrink Ray — TAKE: Whimsical. Much harder to shoot a target that is 50% smaller. Make ally Rem a real rat. BUT: Do not get trapped in tunnels when the effect wears off.
- Mystical Piano — TAKE: Especially when enhanced, this can be a very easy mode of lane control. BUT: Does not stop high up airborne enemies.
- Omnicharge Signet — TAKE: Double the lifesteal shots, could waste an enemy's Dispel Magic with it. Works even better if you have other imbuements on the ability. BUT: Requires predicting enemy movement.
- Prism Blast — TAKE: It's funny and a better last stand than unstable concoction, seeing as you can survive this. BUT: Move considerably slower while it's active.
- Mystic Conduit — TAKE: Arguably a better celestial blessing, so long as your allies are no further than two enhanced mystical pianos. BUT: Requires you to already be heavy damage.
- Frostbite Charm — TAKE: This has so many uses. On Djinn Mark, can be used to interrupt enemy movements like a much faster knockdown. Shoot once, hit 3, can save allies. BUT: You should still stack marks when viable.
- 4
Weapon Actives
25,600 Souls
FleetfootTAKE: Allows easier manuevering while still pushing Djinn Marks. BUT: Other actives should take priority.
Split ShotRR: Seems like it would be good in street brawl, hardly noticable difference as its only 5s and Mirage fire rate is not that fast. BUT: If you have heavy ammo and fire rate buffs, may as well.
Alchemical FireTAKE: Something like an early Mystical Piano. Can occupy a large area for quite some time, slowing enemy advances. BUT: Must remember to throw it every chance you get.
Heroic AuraTAKE: Good, simple support item against pretty much any enemy early on. Can also help you run away. BUT: Use with as many allies present as possible.
Blood TributeRR: Don't take this. Seriously. I've never seen this be useful in street brawl. BUT: If you're curious, give it a go.
Cultist SacrificeTAKE: If enemy heroes have stopped paying mind to you, easy way to heal is by using their minions. BUT: If you are not able to safely locate minions away from enemies, could kill you.
Shadow WeaveRR: Most of street brawl will have items damaging you for scraps and revealing you. BUT: If you are sneaky and there's not much AoE from enemies, could work.
CapacitorRR: Only 3s effect duration, take Tesla bullets and a different active instead. BUT: Could counter Seraphim Wings due to stamina and movement.
All item notes
- Fleetfoot — TAKE: Allows easier manuevering while still pushing Djinn Marks. BUT: Other actives should take priority.
- Split Shot — RR: Seems like it would be good in street brawl, hardly noticable difference as its only 5s and Mirage fire rate is not that fast. BUT: If you have heavy ammo and fire rate buffs, may as well.
- Alchemical Fire — TAKE: Something like an early Mystical Piano. Can occupy a large area for quite some time, slowing enemy advances. BUT: Must remember to throw it every chance you get.
- Heroic Aura — TAKE: Good, simple support item against pretty much any enemy early on. Can also help you run away. BUT: Use with as many allies present as possible.
- Blood Tribute — RR: Don't take this. Seriously. I've never seen this be useful in street brawl. BUT: If you're curious, give it a go.
- Cultist Sacrifice — TAKE: If enemy heroes have stopped paying mind to you, easy way to heal is by using their minions. BUT: If you are not able to safely locate minions away from enemies, could kill you.
- Shadow Weave — RR: Most of street brawl will have items damaging you for scraps and revealing you. BUT: If you are sneaky and there's not much AoE from enemies, could work.
- Capacitor — RR: Only 3s effect duration, take Tesla bullets and a different active instead. BUT: Could counter Seraphim Wings due to stamina and movement.
- 5
Vitality Actives
67,200 Souls
GritRR: Cannot be applied to allies, lasts only 4s and has 60s CD. BUT: If nothing better, can be upgraded later.
Healing RiteRR: Easily dispelled by absolutely any damage. BUT: If team is good at retreating, can work well. Can upgrade to healing nova which is significantly better.
Restorative LocketTAKE: Stacks through rounds, and with everyone close together, guarantees you will be present for enemy abilities. BUT: Health from it is negligible if not maxed.
Return FireTAKE: In the presence of heavy weapon heroes, can significantly hurt. BUT: Will not apply anything from your own bullets, even Djinn Mark.
Guardian WardTAKE: Beneficial to anyone. BUT: Should not self-cast unless absolutely necessary, as it will be a 60s CD instead of 30s.
Dispel MagicTAKE: Can remove knockdown anvil, Seven's shocks, Bebop's bombs, Warden's chains, etc. BUT: Does not work on any effect resulting from Ultimates.
Fury TranceRR: Team swarming will kill you much easier. BUT: If you currently are heavy gun and not always close to death.
Healing NovaTAKE: Regardless of support on team, this is a quick heal that reaches across a large area. BUT: 60s CD, use wisely.
Majestic LeapRR: Mirage abilities are not benefited by high ground compared to Lash, Seven, Mina, etc. BUT: If you end up with abilities like mystical piano, could work well.
Metal SkinRR: If you stay behind, unlikely to be necessary. BUT: Good against gun-heavy teams and as a frontlining Mirage.
Rescue BeamTAKE: It's silly and a heal. BUT: Should probably communicate with your team if you're pulling them away.
Warp StoneTAKE: Good for being sneaky. BUT: Better to use for running away than running in.
Phantom StrikeTAKE: Against Vindicta, Grey Talon, Seven. BUT: Often puts you behind enemy lines.
Vampiric BurstTAKE: Gun Mirage is ideal and this serves to aid in survival. BUT: Make sure to regularly use it as it's only 30s CD.
UnstoppableTAKE: Comparable to Dispel Magic, but applies to Ultimate effects. BUT: Does not heal.
ColossusTAKE: Funny, and good for dealing with minions while intimidating enemies. BUT: Easier to be hit while 1/5 larger.
Divine BarrierTAKE: One of the best support items available. BUT: Do not use on self as it turns a 27s CD into 45s CD.
InfuserRR: Unlikely to be heavy spirit Mirage, at least early on. BUT: If you find yourself with more healing items, this makes Djinn Mark more supportive for yourself.
All item notes
- Grit — RR: Cannot be applied to allies, lasts only 4s and has 60s CD. BUT: If nothing better, can be upgraded later.
- Healing Rite — RR: Easily dispelled by absolutely any damage. BUT: If team is good at retreating, can work well. Can upgrade to healing nova which is significantly better.
- Restorative Locket — TAKE: Stacks through rounds, and with everyone close together, guarantees you will be present for enemy abilities. BUT: Health from it is negligible if not maxed.
- Return Fire — TAKE: In the presence of heavy weapon heroes, can significantly hurt. BUT: Will not apply anything from your own bullets, even Djinn Mark.
- Guardian Ward — TAKE: Beneficial to anyone. BUT: Should not self-cast unless absolutely necessary, as it will be a 60s CD instead of 30s.
- Dispel Magic — TAKE: Can remove knockdown anvil, Seven's shocks, Bebop's bombs, Warden's chains, etc. BUT: Does not work on any effect resulting from Ultimates.
- Fury Trance — RR: Team swarming will kill you much easier. BUT: If you currently are heavy gun and not always close to death.
- Healing Nova — TAKE: Regardless of support on team, this is a quick heal that reaches across a large area. BUT: 60s CD, use wisely.
- Majestic Leap — RR: Mirage abilities are not benefited by high ground compared to Lash, Seven, Mina, etc. BUT: If you end up with abilities like mystical piano, could work well.
- Metal Skin — RR: If you stay behind, unlikely to be necessary. BUT: Good against gun-heavy teams and as a frontlining Mirage.
- Rescue Beam — TAKE: It's silly and a heal. BUT: Should probably communicate with your team if you're pulling them away.
- Warp Stone — TAKE: Good for being sneaky. BUT: Better to use for running away than running in.
- Phantom Strike — TAKE: Against Vindicta, Grey Talon, Seven. BUT: Often puts you behind enemy lines.
- Vampiric Burst — TAKE: Gun Mirage is ideal and this serves to aid in survival. BUT: Make sure to regularly use it as it's only 30s CD.
- Unstoppable — TAKE: Comparable to Dispel Magic, but applies to Ultimate effects. BUT: Does not heal.
- Colossus — TAKE: Funny, and good for dealing with minions while intimidating enemies. BUT: Easier to be hit while 1/5 larger.
- Divine Barrier — TAKE: One of the best support items available. BUT: Do not use on self as it turns a 27s CD into 45s CD.
- Infuser — RR: Unlikely to be heavy spirit Mirage, at least early on. BUT: If you find yourself with more healing items, this makes Djinn Mark more supportive for yourself.
- 6
Spirit Actives
76,800 Souls
Golden Goose EggIf you see this in street brawl, please comment on my profile with a screenshot.
Rusted BarrelTAKE: Good against most early enemies, especially high fire rate characters (Wraith, Viktor, etc). BUT: Shotgun and sniper characters may hardly notice this.
Cold Front
Slowing Hex
Spirit Sap
Decay
Disarming Hex
Knockdown
Silence Wave
Arctic Blast
Cursed Relic
Echo Shard
Refresher
Ethereal Shift
Scourge
Vortex Web
Magic Carpet
Focus Lens
All item notes
- Golden Goose Egg — If you see this in street brawl, please comment on my profile with a screenshot.
- Rusted Barrel — TAKE: Good against most early enemies, especially high fire rate characters (Wraith, Viktor, etc). BUT: Shotgun and sniper characters may hardly notice this.
- 7
Imbuements
24,800 Souls
