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
Gun
160,000 SoulsFor the gun-toting bellhop.
Headshot BoosterC - Provided you can hit headshots consistently with your low velocity projectiles, this is worth it if no other items appear.
High-Velocity RoundsC - A must-grab if Enhanced, it builds into several helpful items. Doorman's projectiles are also miserably slow, and will help in hitting your shots.
Monster RoundsB - Your projectiles pierce by default, so you can waveclear with this item nicely, and deal extra tower damage. Buy against Graves, or McGinnis.
Restorative ShotD - This is helpful sustain, but does not build into anything. Grab in a pinch or if no other options present themselves.
Active ReloadC - Max ammo is your main weakness and this will help with sustain.
FleetfootD - Buy if you are up against Kelvin or if the enemy has slows, at most.
Intensifying MagazineC - Grab if enhanced. This helps with waveclear, as your projectiles will pierce by default through a whole wave, but it doesn't build into anything.
Kinetic DashD - Likely the weakest of Horse items, but helps you chase down a fleeing enemy.
Long RangeD - Long range is not advised as your projectiles are terribly slow.
Melee ChargeC - Buy for the extended melees, to lunge around corners or into doors. Melees can proc Call Bell, so smacking a bell on someone can chunk their health.
Mystic ShotD - Buy if you get it first round if nothing else presents itself. Does not build into any items.
Opening RoundsD - Buy if Enhanced. Bullet velocity is your friend.
Recharging RushA - This, paired with Ballistic Enchantment that is buffing your Call Bell will refill charges quickly.
Slowing BulletsC - Decent but do not upgrade unless Enhanced.
Spirit ShredderC - Good for combining with Call Bell but not entirely necessary unless your entire team is spirit damage.
Split ShotD - Not very good, not even Enhanced.
StalkerD - This item might be good, or bad, but I've never tested it! Try it.
Swift StrikerD - Grab if enhanced but even then, it's okay.
Titanic MagazineB - Buy this and forget about reloading for a while!
Weakening HeadshotC - Hitting headshots can be quite easy if you cart the enemy; they will be moving in a straight line.
Alchemical FireC - It's free damage that covers massive chunks of the ground, and you can really spam this thing. If it's not on cooldown, make sure it is!
Ballistic EnchantmentA - Really easy to proc with your Call Bell, synergises well with Recharging Rush.
BerserkerB - It's good, this stacks surprisingly easily since everyone wants to shoot you for being an annoying POS.
Blood TributeB - Grab if Enhanced! This thing will have you throwing out bullets for practically no cost as there are so many sources of healing in SB. The debuff resis is nothing to sniff at.
Burst FireC - Decent manueverability, but not particularly good on you unless you're going all out gun damage.
Cultist SacrificeA - Free tower damage and waveclear assist because your bullets pierce by default? Satisfactory.
Escalating ResilienceC - Grab if the enemy has lots of gun damage. Otherwise ignore this.
Express ShotB - Fun item, but will chew through your magazine size, that is already small!
HeadhunterC - Sustain, and headshots are easy to hit on targets that are moving in a straight line, eg those that have been hit by your cart!
Heroic AuraC - Grab if you have a McGinnis or a Graves!
Hollow PointA - Really solid gun damage item that reduces the bullet resist of all enemies hit, not just heroes. The flat 35% damage is great too.
Hunter's AuraD - This item is fine. Just fine.
Point BlankB - You can melee Call Bell to detonate it. This will stack with the inbuilt move speed debuff in your Call Bell to make people crawl.
Shadow WeaveD - I don't believe stealth is neccesary as Doorman, as you can go anywhere you like with your doors. But maybe you can make this work?
SharpshooterC - There is something to be said that this item can be used through your doors, as long range doors factor in range-fall off. Further testing needed.
Spirit RendB - This item is great if your whole team is spirit!
Tesla BulletsD - It's fine. You can shoot through a wave, but your waveclear comes from your Call Bell.
Toxic BulletsB - Get this if you have no other source of healing reduction on the enemy.
Weighted ShotsC - Grab if Enhanced!
Armor PiercerB - This item is fine. As Doorman, you have the first half of this passive already, but get it if the enemy is stacking bullet resist.
CapacitorA - This thing is gas if you shock someone with the Active and then lock them in the Baroness. It's the gun equivalent of a slowing hex, but at tier 4.
Crippling HeadshotB - Comboing this with an enemy going in a straight line (likely thanks to a cart!) works well!
Crushing FistsA - Get in someone's grill, hit them with a punch and a bell inside of them to explode their innards. Combine with Point Blank.
FrenzyB - Passive buff stats are nuts, and with some cheeky door shenanigans, you can be on low health rather frequently.
Glass CannonA - It's great gun damage, but you'll be squishy. Choose depending on how your game's going.
Lucky ShotA - This thing is awesome. Free pick. Works well with Ricochet.
RicochetC - This does not particularly benefit you UNLESS you have Haunting Shot, Toxic Bullets, Tesla Bullets, Silencer, or Lucky Shot.
SilencerS - Must grab. Silences are extremely useful, especially when paired with Ricochet.
SpellslingerS - Must grab. Fire rate and reload time will be rendered null with frequent use of Call Bell.
Spiritual OverflowS - Must grab. Paired with Spellslinger you will be throwing out Bells and Bullets like there's no tomorrow.
All item notes
- Headshot Booster — C - Provided you can hit headshots consistently with your low velocity projectiles, this is worth it if no other items appear.
- High-Velocity Rounds — C - A must-grab if Enhanced, it builds into several helpful items. Doorman's projectiles are also miserably slow, and will help in hitting your shots.
- Monster Rounds — B - Your projectiles pierce by default, so you can waveclear with this item nicely, and deal extra tower damage. Buy against Graves, or McGinnis.
- Restorative Shot — D - This is helpful sustain, but does not build into anything. Grab in a pinch or if no other options present themselves.
- Active Reload — C - Max ammo is your main weakness and this will help with sustain.
- Fleetfoot — D - Buy if you are up against Kelvin or if the enemy has slows, at most.
- Intensifying Magazine — C - Grab if enhanced. This helps with waveclear, as your projectiles will pierce by default through a whole wave, but it doesn't build into anything.
- Kinetic Dash — D - Likely the weakest of Horse items, but helps you chase down a fleeing enemy.
- Long Range — D - Long range is not advised as your projectiles are terribly slow.
- Melee Charge — C - Buy for the extended melees, to lunge around corners or into doors. Melees can proc Call Bell, so smacking a bell on someone can chunk their health.
- Mystic Shot — D - Buy if you get it first round if nothing else presents itself. Does not build into any items.
- Opening Rounds — D - Buy if Enhanced. Bullet velocity is your friend.
- Recharging Rush — A - This, paired with Ballistic Enchantment that is buffing your Call Bell will refill charges quickly.
- Slowing Bullets — C - Decent but do not upgrade unless Enhanced.
- Spirit Shredder — C - Good for combining with Call Bell but not entirely necessary unless your entire team is spirit damage.
- Split Shot — D - Not very good, not even Enhanced.
- Stalker — D - This item might be good, or bad, but I've never tested it! Try it.
- Swift Striker — D - Grab if enhanced but even then, it's okay.
- Titanic Magazine — B - Buy this and forget about reloading for a while!
- Weakening Headshot — C - Hitting headshots can be quite easy if you cart the enemy; they will be moving in a straight line.
- Alchemical Fire — C - It's free damage that covers massive chunks of the ground, and you can really spam this thing. If it's not on cooldown, make sure it is!
- Ballistic Enchantment — A - Really easy to proc with your Call Bell, synergises well with Recharging Rush.
- Berserker — B - It's good, this stacks surprisingly easily since everyone wants to shoot you for being an annoying POS.
- Blood Tribute — B - Grab if Enhanced! This thing will have you throwing out bullets for practically no cost as there are so many sources of healing in SB. The debuff resis is nothing to sniff at.
- Burst Fire — C - Decent manueverability, but not particularly good on you unless you're going all out gun damage.
- Cultist Sacrifice — A - Free tower damage and waveclear assist because your bullets pierce by default? Satisfactory.
- Escalating Resilience — C - Grab if the enemy has lots of gun damage. Otherwise ignore this.
- Express Shot — B - Fun item, but will chew through your magazine size, that is already small!
- Headhunter — C - Sustain, and headshots are easy to hit on targets that are moving in a straight line, eg those that have been hit by your cart!
- Heroic Aura — C - Grab if you have a McGinnis or a Graves!
- Hollow Point — A - Really solid gun damage item that reduces the bullet resist of all enemies hit, not just heroes. The flat 35% damage is great too.
- Hunter's Aura — D - This item is fine. Just fine.
- Point Blank — B - You can melee Call Bell to detonate it. This will stack with the inbuilt move speed debuff in your Call Bell to make people crawl.
- Shadow Weave — D - I don't believe stealth is neccesary as Doorman, as you can go anywhere you like with your doors. But maybe you can make this work?
- Sharpshooter — C - There is something to be said that this item can be used through your doors, as long range doors factor in range-fall off. Further testing needed.
- Spirit Rend — B - This item is great if your whole team is spirit!
- Tesla Bullets — D - It's fine. You can shoot through a wave, but your waveclear comes from your Call Bell.
- Toxic Bullets — B - Get this if you have no other source of healing reduction on the enemy.
- Weighted Shots — C - Grab if Enhanced!
- Armor Piercer — B - This item is fine. As Doorman, you have the first half of this passive already, but get it if the enemy is stacking bullet resist.
- Capacitor — A - This thing is gas if you shock someone with the Active and then lock them in the Baroness. It's the gun equivalent of a slowing hex, but at tier 4.
- Crippling Headshot — B - Comboing this with an enemy going in a straight line (likely thanks to a cart!) works well!
- Crushing Fists — A - Get in someone's grill, hit them with a punch and a bell inside of them to explode their innards. Combine with Point Blank.
- Frenzy — B - Passive buff stats are nuts, and with some cheeky door shenanigans, you can be on low health rather frequently.
- Glass Cannon — A - It's great gun damage, but you'll be squishy. Choose depending on how your game's going.
- Lucky Shot — A - This thing is awesome. Free pick. Works well with Ricochet.
- Ricochet — C - This does not particularly benefit you UNLESS you have Haunting Shot, Toxic Bullets, Tesla Bullets, Silencer, or Lucky Shot.
- Silencer — S - Must grab. Silences are extremely useful, especially when paired with Ricochet.
- Spellslinger — S - Must grab. Fire rate and reload time will be rendered null with frequent use of Call Bell.
- Spiritual Overflow — S - Must grab. Paired with Spellslinger you will be throwing out Bells and Bullets like there's no tomorrow.
- 2
Spirit
169,600 SoulsFor the spirit-casting spellhop.
Extra ChargeS - Always, always, ALWAYS grab this!!
Extra SpiritC - What it says on the tin.
Golden Goose EggB - If you're seeing this you're not playing Street Brawl, but I'm sure this thing is good.
Mystic BurstA - This thing makes your bells slap even harder, but round 1 you will need to get impact and explosion damage in one to proc it.
Mystic ExpansionB - For Mystic Expansion I would recommend putting it on your doorway, as you get range for the whole lane round 1. Neither your bells or cart require range this early on.
Mystic RegenerationB - A good source of healing that can be easily proc'd by Call Bell.
Rusted BarrelB - Get this when they have a Haze, Venator, Wraith, or Vyper.
Spirit StrikeC - Not great unless you plan on caving people's head's in with bells, which is valid. Combine with melee items in the Gun tree.
DecayC - Use this if they have ridiculously tanky tanks like Abrams.
Disarming HexB - A necessity against Haze, Venator, Wraith, or Vyper.
Greater ExpansionA - For increasing the radius of your bells and the range of your doors!
KnockdownA - Must have against Grey Talon or Vindicta.
Radiant RegenerationA - Proc'd often using your Call Bell.
Rapid RechargeS - A must-grab. ALWAYS!!
Silence WaveB - This thing is awesome. Combine this with Vortex Web for a real round-winner shenanigan.
Spirit SnatchC - Synergises well with melee'ing a bell inside someone.
Superior CooldownA - You will always want more charges of your Call Bell, and your cart has a long cooldown.
Superior DurationC - Duration also affects your items as well as your abilities. Grab this if they have lots of gun damage, as the aim debuff from your Call Bell will be felt terribly by Vindicta or Holliday.
Surge of PowerB - Put this on Call Bell to have the passive working often. Get this on both gun and spirit build!
TankbusterA - Do not pass on this item. You can affect their whole team with a well placed Call Bell, especially if they are tanky. Combine with Decay to melt tanks.
Torment PulseC - This item is useful against Billy, Viscous, or Silver. The passive is nothing noteworthy on you, however.
Arcane SurgeC - There is a value in dash-jumping into someone whilst you have your Hotel Guest out, as that ability's range is rather small. However, I would choose other Horse-based items if available.
Bullet Resist ShredderB - Great for gun-based teammates or for yourself if you are going a gun build. You can easily reduce enemy resistances with your Call Bell.
Cold FrontB - Useful for escapes, or chasing down enemies. Use this item before using Hotel Guest to doom someone.
Compress CooldownB - Use on Call Bell. If that ability is not on cooldown, it should be.
Duration ExtenderC - Early in the rounds, you want to imbue Call Bell with this, especially against a gun-based team with Haze or Holliday or anyone who desires aim.
Improved SpiritC - It's more spirit damage. If this is Enhanced you must grab it!
Mystic SlowB - This synergises well with the passives already built into Call Bell, adding up to a -65% movement speed debuff.
Mystic VulnerabilityB - You must grab this if your entire team is spirit damage. You can easily shred the spirit resistance of the entire enemy team with good Call Bell useage.
Quicksilver ReloadA - Call Bell will get the most use out of this ability. Combined with Surge of Power and you can have a potent source of hybrid damage.
Slowing HexA - Must grab if Enhanced. Use this item before shutting someone in the Baroness to guarantee a Failure to Check Out. Ruin their mental faculties.
Spirit SapC - A must grab if your team is spirit-based, and if they have a hefty tank like Abrams or Victor. Very situational, as it can only be used on one person.
SuppressorC - You will harass their fliers, like Vindicta, Holliday or Grey Talon with this item. The fire-rate debuff paired with Call Bell's inherent weapon accuracy debuff is potent.
Arctic BlastB - This deals a considerable amount of damage and has a surprising radius. Use in mushed up teamfights or fellow Lash ults.
Boundless SpiritS - Always get this! An overall percentage of spirit power being increased across all items and abilities will exponentially scale a spirit-based Doorman.
Cursed RelicS - You apply more debuffs than you deal damage, so you may ignore the damage reduction. Throw this on their most disruptive frontliner at all times.
Echo ShardA - Pair this with a tier 3 Luggage Cart to stun someone (or their whole team) against a wall for 2.5 seconds. Potent mental damage.
Escalating ExposureA - You must grab this against a spirit-based enemy team, or if your team has lots of spirit damage. Your bells will proc this like there is no tomorrow.
Ethereal ShiftC - This item paired with running back and forth through doors can really draw the enemy's attention for longer. Play like a pest and push your luck.
Focus LensB - Throw this on their most potent frontliners, especially if your team deals lots of spirit damage.
Lightning ScrollC - The -30% movement speed on spirit damage is more valuable than the passive. The stun from this only applies after the enemy has left the Baroness and does not guarantee a Failure to Check Out.
Magic CarpetC - You have lots of movement already with your doors, so the active is not super useful unless the enemy has lots of slows (eg. Kelvin)
Mercurial MagnumA - Call Bell will utilise this item the most. You must grab this if you see it when playing a gun-damage Doorman.
Mystic ReverbS - Must grab. Reduces enemy movement speed by 75%, heals you off a minion wave, and does even more AoE than Call Bell already does.
RefresherD - Not particularly useful once you get Tier 3 Hotel Guest, as Failure to Check Out will refresh your cooldown to 15 seconds.
ScourgeA - You must grab this for your tankiest allies and most potent frontliners. They will love you.
Spirit BurnS - Must grab. You can very easily proc this ability if you are building spirit already, with a Cart and Bell combo.
Transcendent CooldownS - Must grab! For your Bell charges, and obscenely long Luggage Cart cooldown.
Vortex WebS - Must grab. Use this before sending someone to the Baroness to guarantee a Failure to Check Out. Also combine with your Call Bell to damage their whole team.
All item notes
- Extra Charge — S - Always, always, ALWAYS grab this!!
- Extra Spirit — C - What it says on the tin.
- Golden Goose Egg — B - If you're seeing this you're not playing Street Brawl, but I'm sure this thing is good.
- Mystic Burst — A - This thing makes your bells slap even harder, but round 1 you will need to get impact and explosion damage in one to proc it.
- Mystic Expansion — B - For Mystic Expansion I would recommend putting it on your doorway, as you get range for the whole lane round 1. Neither your bells or cart require range this early on.
- Mystic Regeneration — B - A good source of healing that can be easily proc'd by Call Bell.
- Rusted Barrel — B - Get this when they have a Haze, Venator, Wraith, or Vyper.
- Spirit Strike — C - Not great unless you plan on caving people's head's in with bells, which is valid. Combine with melee items in the Gun tree.
- Decay — C - Use this if they have ridiculously tanky tanks like Abrams.
- Disarming Hex — B - A necessity against Haze, Venator, Wraith, or Vyper.
- Greater Expansion — A - For increasing the radius of your bells and the range of your doors!
- Knockdown — A - Must have against Grey Talon or Vindicta.
- Radiant Regeneration — A - Proc'd often using your Call Bell.
- Rapid Recharge — S - A must-grab. ALWAYS!!
- Silence Wave — B - This thing is awesome. Combine this with Vortex Web for a real round-winner shenanigan.
- Spirit Snatch — C - Synergises well with melee'ing a bell inside someone.
- Superior Cooldown — A - You will always want more charges of your Call Bell, and your cart has a long cooldown.
- Superior Duration — C - Duration also affects your items as well as your abilities. Grab this if they have lots of gun damage, as the aim debuff from your Call Bell will be felt terribly by Vindicta or Holliday.
- Surge of Power — B - Put this on Call Bell to have the passive working often. Get this on both gun and spirit build!
- Tankbuster — A - Do not pass on this item. You can affect their whole team with a well placed Call Bell, especially if they are tanky. Combine with Decay to melt tanks.
- Torment Pulse — C - This item is useful against Billy, Viscous, or Silver. The passive is nothing noteworthy on you, however.
- Arcane Surge — C - There is a value in dash-jumping into someone whilst you have your Hotel Guest out, as that ability's range is rather small. However, I would choose other Horse-based items if available.
- Bullet Resist Shredder — B - Great for gun-based teammates or for yourself if you are going a gun build. You can easily reduce enemy resistances with your Call Bell.
- Cold Front — B - Useful for escapes, or chasing down enemies. Use this item before using Hotel Guest to doom someone.
- Compress Cooldown — B - Use on Call Bell. If that ability is not on cooldown, it should be.
- Duration Extender — C - Early in the rounds, you want to imbue Call Bell with this, especially against a gun-based team with Haze or Holliday or anyone who desires aim.
- Improved Spirit — C - It's more spirit damage. If this is Enhanced you must grab it!
- Mystic Slow — B - This synergises well with the passives already built into Call Bell, adding up to a -65% movement speed debuff.
- Mystic Vulnerability — B - You must grab this if your entire team is spirit damage. You can easily shred the spirit resistance of the entire enemy team with good Call Bell useage.
- Quicksilver Reload — A - Call Bell will get the most use out of this ability. Combined with Surge of Power and you can have a potent source of hybrid damage.
- Slowing Hex — A - Must grab if Enhanced. Use this item before shutting someone in the Baroness to guarantee a Failure to Check Out. Ruin their mental faculties.
- Spirit Sap — C - A must grab if your team is spirit-based, and if they have a hefty tank like Abrams or Victor. Very situational, as it can only be used on one person.
- Suppressor — C - You will harass their fliers, like Vindicta, Holliday or Grey Talon with this item. The fire-rate debuff paired with Call Bell's inherent weapon accuracy debuff is potent.
- Arctic Blast — B - This deals a considerable amount of damage and has a surprising radius. Use in mushed up teamfights or fellow Lash ults.
- Boundless Spirit — S - Always get this! An overall percentage of spirit power being increased across all items and abilities will exponentially scale a spirit-based Doorman.
- Cursed Relic — S - You apply more debuffs than you deal damage, so you may ignore the damage reduction. Throw this on their most disruptive frontliner at all times.
- Echo Shard — A - Pair this with a tier 3 Luggage Cart to stun someone (or their whole team) against a wall for 2.5 seconds. Potent mental damage.
- Escalating Exposure — A - You must grab this against a spirit-based enemy team, or if your team has lots of spirit damage. Your bells will proc this like there is no tomorrow.
- Ethereal Shift — C - This item paired with running back and forth through doors can really draw the enemy's attention for longer. Play like a pest and push your luck.
- Focus Lens — B - Throw this on their most potent frontliners, especially if your team deals lots of spirit damage.
- Lightning Scroll — C - The -30% movement speed on spirit damage is more valuable than the passive. The stun from this only applies after the enemy has left the Baroness and does not guarantee a Failure to Check Out.
- Magic Carpet — C - You have lots of movement already with your doors, so the active is not super useful unless the enemy has lots of slows (eg. Kelvin)
- Mercurial Magnum — A - Call Bell will utilise this item the most. You must grab this if you see it when playing a gun-damage Doorman.
- Mystic Reverb — S - Must grab. Reduces enemy movement speed by 75%, heals you off a minion wave, and does even more AoE than Call Bell already does.
- Refresher — D - Not particularly useful once you get Tier 3 Hotel Guest, as Failure to Check Out will refresh your cooldown to 15 seconds.
- Scourge — A - You must grab this for your tankiest allies and most potent frontliners. They will love you.
- Spirit Burn — S - Must grab. You can very easily proc this ability if you are building spirit already, with a Cart and Bell combo.
- Transcendent Cooldown — S - Must grab! For your Bell charges, and obscenely long Luggage Cart cooldown.
- Vortex Web — S - Must grab. Use this before sending someone to the Baroness to guarantee a Failure to Check Out. Also combine with your Call Bell to damage their whole team.
- 3
Green
180,000 SoulsFor the run-floating flipflop.
Extra StaminaC - Must grab if Enhanced, and recommended if it's not. Builds into the delightful Stamina Mastery.
GritC - Must grab if Enhanced, as this builds into four potent items.
Healing RiteC - Must grab if Enhanced, as it builds into very potent healing items.
Melee LifestealB - You can use this surprisingly often, and works well with punching Call Bell to detonate it.
RebuttalC - Strongly recommended against Abrams, Billy, or Viscous. Do not forget you can parry Goo Punch.
Battle VestC - A necessary buy against a gun-based enemy team. Also buy if you are building gun damage.
Bullet LifestealC - This works well as your bullets pierce by default and you will lifesteal through a minion wave quickly. But don't prioritise this.
Debuff ReducerB - Helpful all around. Buy against Haze or Mina.
Enchanter's EmblemA - Cooldown reduction is extremely valuable as you want to be throwing out Call Bell as often as possible. Buy against a spirit-based enemy team.
Enduring SpeedD - It's fine. Buy against Kelvin.
Guardian WardB - An excellent item. You have lots of potential to Doorway to allies and use this on them.
HealbaneS - You must get this if you see it! Easily proc'd using your Call Bell for AoE healing reduction.
Healing BoosterC - Buy if Enhanced or if you are rocking the Rescue Beam or Healing Nova.
Reactive BarrierB - Buy against a CC heavy enemy team or one that has Billy, Abrams, Viscous, or Haze.
Restorative LocketB - Extremely valuable in the early game, and potent with Stamina Mastery for the stamina regen. Do not underestimate this.
Return FireC - Buy against Haze, Vyper, Wraith, Mina, or Vindicta.
Spirit LifestealB - You will get a lot of use out of this with your Call Bell. Clearing minion waves will heal you exponentially.
Trophy CollectorD - Fun item, but that's about it. It jeporadises your damage against minions and towers, so I wouldn't get it unless it's Enhanced.
Weapon ShieldingC - Buy against a gun-heavy enemy team, especially Haze or Venator.
Bullet ResilienceA - Grab against a gun-heavy enemy team, as one would expect.
CounterspellS - The use you will get from this item cannot be understated. Always get this if possible.
Dispel MagicA - Buy in general, and moreso against a spirit-heavy enemy team. You will be healing from this very often.
FortitudeC - This item is useful, but not prioritised. If you have three bad choices and this is one, get this one.
Fury TranceD - I'm not keen on any item that disables stamina useage, but if you have a safety door nearby, you can hop into it when you're in trouble. Use if you're playing gun.
Healing NovaA - This thing is great. You can Doorway closer to allies in need and provide a hefty heal, and keep your minion waves healthy.
LifestrikeA - This is a surprisingly potent combo when punching a Call Bell, as you will apply a 95% movement slow. Heal like crazy from dense minion waves.
Majestic LeapA - Extremely funny when combined with Hotel Guest to shut an airborne annoyance such as Vindicta to the Baroness. Must grab if Enhanced.
Metal SkinC - Buy against Haze, Mina, Vyper, Venator, Wraith, anyone who likes shooting you.
Rescue BeamA - You may, if you like, pull an ally through a doorway to ensure extreme safety. Do not use on wolf-form Silver, as you will bug her movement abilities.
Spirit ResilienceS - Must grab against a spirit-heavy enemy team. Spirit is the dominant source of damage in this game.
Stamina MasteryS - Must Grab. Unparalleled movement means better positioning, for better bells, doors, everything. You must get this.
Veil WalkerC - Grab if Enhanced. Combine with a tier 2 Doorway for a shield AND a heal.
Warp StoneC - Buy against a gun-heavy enemy team. A way to swiftly get in or out is useful on everyone.
Cheat DeathC - If this item passive procs, use the time you have been given to Doorway out of there.
ColossusC - Unless you are going a freaky melee build, or lack a tank on your team, it is safe to pass on this item.
Divine BarrierS - Grab this when you can! Your Doorway will give you the positioning you need to give this to allies faster than they can scream for help.
Diviner's KevlarA - Combined with a Tier 3 Hotel Guest, you will be Unstoppable, have 1000 barrier, and more damage, and be able to do this every 15 seconds. It is very easy to keep this buff up.
Healing TempoC - Grab if you have healing items like Rescue Beam or Healing Nova, especially the latter. Otherwise, don't bother.
IndomitableS - A necessity in a game with so many sources of CC.
InfuserB - Combining this with a Call Bell on a minion wave will heal you dramatically. Do not ignore the spirit resistance stats, either.
InhibitorC - If you lack Healbane or Toxic Bullets, this will suffice. Grab this against their heftiest frontliners.
JuggernautS - A must grab, as the slow resistance and passive fire-rate reduction will have the enemy gun users crying.
LeechA - Never be low health again. Bullets that pierce waves by default and AoE spirit damage from your Call Bell will have you healing like nothing else.
Phantom StrikeA - Use against their floaty Apollo's or Vindicta's or Celeste's and Call Bell them in the face to ground these flightly individuals.
Plated ArmorC - Grab against gun-heavy enemy teams and especially against Vyper or Haze or Wraith.
Siphon BulletsA - Buy against particularly tanky frontliners and especially if you are building lots of gun damage!
SpellbreakerS - You must grab this in a game with so many sources of spirit damage, and especially against bursts of it from Bebop or Celeste.
UnstoppableD - I would not recommend this, as you can actually get Unstoppable more often from your tier 3 Hotel Guest, which you can use often provided you slow the enemy first.
Vampiric BurstA - A must grab if you are building gun damage. Get it regardless if the enemy has lots of gun damage.
WitchmailS - MUST grab! With so many spirit sources in the game, and your Call Bell having charges, this will help you throw out bells and circumvent the long Luggage Cart cooldown.
All item notes
- Extra Stamina — C - Must grab if Enhanced, and recommended if it's not. Builds into the delightful Stamina Mastery.
- Grit — C - Must grab if Enhanced, as this builds into four potent items.
- Healing Rite — C - Must grab if Enhanced, as it builds into very potent healing items.
- Melee Lifesteal — B - You can use this surprisingly often, and works well with punching Call Bell to detonate it.
- Rebuttal — C - Strongly recommended against Abrams, Billy, or Viscous. Do not forget you can parry Goo Punch.
- Battle Vest — C - A necessary buy against a gun-based enemy team. Also buy if you are building gun damage.
- Bullet Lifesteal — C - This works well as your bullets pierce by default and you will lifesteal through a minion wave quickly. But don't prioritise this.
- Debuff Reducer — B - Helpful all around. Buy against Haze or Mina.
- Enchanter's Emblem — A - Cooldown reduction is extremely valuable as you want to be throwing out Call Bell as often as possible. Buy against a spirit-based enemy team.
- Enduring Speed — D - It's fine. Buy against Kelvin.
- Guardian Ward — B - An excellent item. You have lots of potential to Doorway to allies and use this on them.
- Healbane — S - You must get this if you see it! Easily proc'd using your Call Bell for AoE healing reduction.
- Healing Booster — C - Buy if Enhanced or if you are rocking the Rescue Beam or Healing Nova.
- Reactive Barrier — B - Buy against a CC heavy enemy team or one that has Billy, Abrams, Viscous, or Haze.
- Restorative Locket — B - Extremely valuable in the early game, and potent with Stamina Mastery for the stamina regen. Do not underestimate this.
- Return Fire — C - Buy against Haze, Vyper, Wraith, Mina, or Vindicta.
- Spirit Lifesteal — B - You will get a lot of use out of this with your Call Bell. Clearing minion waves will heal you exponentially.
- Trophy Collector — D - Fun item, but that's about it. It jeporadises your damage against minions and towers, so I wouldn't get it unless it's Enhanced.
- Weapon Shielding — C - Buy against a gun-heavy enemy team, especially Haze or Venator.
- Bullet Resilience — A - Grab against a gun-heavy enemy team, as one would expect.
- Counterspell — S - The use you will get from this item cannot be understated. Always get this if possible.
- Dispel Magic — A - Buy in general, and moreso against a spirit-heavy enemy team. You will be healing from this very often.
- Fortitude — C - This item is useful, but not prioritised. If you have three bad choices and this is one, get this one.
- Fury Trance — D - I'm not keen on any item that disables stamina useage, but if you have a safety door nearby, you can hop into it when you're in trouble. Use if you're playing gun.
- Healing Nova — A - This thing is great. You can Doorway closer to allies in need and provide a hefty heal, and keep your minion waves healthy.
- Lifestrike — A - This is a surprisingly potent combo when punching a Call Bell, as you will apply a 95% movement slow. Heal like crazy from dense minion waves.
- Majestic Leap — A - Extremely funny when combined with Hotel Guest to shut an airborne annoyance such as Vindicta to the Baroness. Must grab if Enhanced.
- Metal Skin — C - Buy against Haze, Mina, Vyper, Venator, Wraith, anyone who likes shooting you.
- Rescue Beam — A - You may, if you like, pull an ally through a doorway to ensure extreme safety. Do not use on wolf-form Silver, as you will bug her movement abilities.
- Spirit Resilience — S - Must grab against a spirit-heavy enemy team. Spirit is the dominant source of damage in this game.
- Stamina Mastery — S - Must Grab. Unparalleled movement means better positioning, for better bells, doors, everything. You must get this.
- Veil Walker — C - Grab if Enhanced. Combine with a tier 2 Doorway for a shield AND a heal.
- Warp Stone — C - Buy against a gun-heavy enemy team. A way to swiftly get in or out is useful on everyone.
- Cheat Death — C - If this item passive procs, use the time you have been given to Doorway out of there.
- Colossus — C - Unless you are going a freaky melee build, or lack a tank on your team, it is safe to pass on this item.
- Divine Barrier — S - Grab this when you can! Your Doorway will give you the positioning you need to give this to allies faster than they can scream for help.
- Diviner's Kevlar — A - Combined with a Tier 3 Hotel Guest, you will be Unstoppable, have 1000 barrier, and more damage, and be able to do this every 15 seconds. It is very easy to keep this buff up.
- Healing Tempo — C - Grab if you have healing items like Rescue Beam or Healing Nova, especially the latter. Otherwise, don't bother.
- Indomitable — S - A necessity in a game with so many sources of CC.
- Infuser — B - Combining this with a Call Bell on a minion wave will heal you dramatically. Do not ignore the spirit resistance stats, either.
- Inhibitor — C - If you lack Healbane or Toxic Bullets, this will suffice. Grab this against their heftiest frontliners.
- Juggernaut — S - A must grab, as the slow resistance and passive fire-rate reduction will have the enemy gun users crying.
- Leech — A - Never be low health again. Bullets that pierce waves by default and AoE spirit damage from your Call Bell will have you healing like nothing else.
- Phantom Strike — A - Use against their floaty Apollo's or Vindicta's or Celeste's and Call Bell them in the face to ground these flightly individuals.
- Plated Armor — C - Grab against gun-heavy enemy teams and especially against Vyper or Haze or Wraith.
- Siphon Bullets — A - Buy against particularly tanky frontliners and especially if you are building lots of gun damage!
- Spellbreaker — S - You must grab this in a game with so many sources of spirit damage, and especially against bursts of it from Bebop or Celeste.
- Unstoppable — D - I would not recommend this, as you can actually get Unstoppable more often from your tier 3 Hotel Guest, which you can use often provided you slow the enemy first.
- Vampiric Burst — A - A must grab if you are building gun damage. Get it regardless if the enemy has lots of gun damage.
- Witchmail — S - MUST grab! With so many spirit sources in the game, and your Call Bell having charges, this will help you throw out bells and circumvent the long Luggage Cart cooldown.
