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
Item Analysis - Must-Have
63,200 Souls
Spirit ResilienceMust-have, highest priority, even higher than Bullet Armor, unless the enemy has 3 AD damage dealers, then choose Bullet Armor.
HealbaneMust-have, especially against Fireman, Viktor, etc., for healing, even if not, it can still be taken, because the enemy mainly heals from minions dying.
Enduring SpeedMust-have, 25% slow resistance, to avoid being slowed to death, can upgrade to Breakthrough later.
Duration ExtenderMust-have, gives the 4th skill, after small items, the next round is likely to produce Lasting Might.
Superior DurationMust-have, greatness needs no more words, increases the control time of the 4th skill, 2nd skill's improvement is negligible, the most important is to increase the duration of active skills.
WitchmailMust-have, 2nd skill burrowing and taking hits can reduce 1st skill CD, a favorite of masochists.
Focus LensMust-have, strengthened items are even more necessary, with Lasting Might, silence lasts longer.
RefresherMust-have, with Lasting Might, it's even more necessary, without Lasting Might, it feels pretty average.
Mystic VulnerabilityMust-have, gamble on dealing damage in the late game, also deal some damage yourself.
Escalating ExposureMust-have, with only this, there's not much damage, needs to be paired with Pain Pulse or Enemy's Curse.
Superior CooldownMust-have, but the chance of rolling it is extremely low, if you roll it, you're lucky.
Transcendent CooldownMust-have, the chance of appearing is quite low, if you have more active skills, you need to take it, if you have fewer active skills, consider it.
Sprint BootsMust-have, early game there's not much equipment to choose from.
Cold FrontMust-have, 2nd skill burrowing can also trigger, you say high damage? I say spirit resistance can take hits.
Arctic BlastMust-have, 2nd skill burrowing can also trigger, can freeze and not let them move, also adds spirit resistance, greatness needs no more words.
InfuserMust-have, really good, when low health, entering a crowd with 1+2 can deal a lot of damage and also heal a lot, completely underestimated.
All item notes
- Spirit Resilience — Must-have, highest priority, even higher than Bullet Armor, unless the enemy has 3 AD damage dealers, then choose Bullet Armor.
- Healbane — Must-have, especially against Fireman, Viktor, etc., for healing, even if not, it can still be taken, because the enemy mainly heals from minions dying.
- Enduring Speed — Must-have, 25% slow resistance, to avoid being slowed to death, can upgrade to Breakthrough later.
- Duration Extender — Must-have, gives the 4th skill, after small items, the next round is likely to produce Lasting Might.
- Superior Duration — Must-have, greatness needs no more words, increases the control time of the 4th skill, 2nd skill's improvement is negligible, the most important is to increase the duration of active skills.
- Witchmail — Must-have, 2nd skill burrowing and taking hits can reduce 1st skill CD, a favorite of masochists.
- Focus Lens — Must-have, strengthened items are even more necessary, with Lasting Might, silence lasts longer.
- Refresher — Must-have, with Lasting Might, it's even more necessary, without Lasting Might, it feels pretty average.
- Mystic Vulnerability — Must-have, gamble on dealing damage in the late game, also deal some damage yourself.
- Escalating Exposure — Must-have, with only this, there's not much damage, needs to be paired with Pain Pulse or Enemy's Curse.
- Superior Cooldown — Must-have, but the chance of rolling it is extremely low, if you roll it, you're lucky.
- Transcendent Cooldown — Must-have, the chance of appearing is quite low, if you have more active skills, you need to take it, if you have fewer active skills, consider it.
- Sprint Boots — Must-have, early game there's not much equipment to choose from.
- Cold Front — Must-have, 2nd skill burrowing can also trigger, you say high damage? I say spirit resistance can take hits.
- Arctic Blast — Must-have, 2nd skill burrowing can also trigger, can freeze and not let them move, also adds spirit resistance, greatness needs no more words.
- Infuser — Must-have, really good, when low health, entering a crowd with 1+2 can deal a lot of damage and also heal a lot, completely underestimated.
- 2
Item Analysis - Strengthened Items Must-Have - Consider if not strengthened
24,000 Souls
Rescue BeamStrengthened must-have, over 10 seconds of recovery, can also pull people, the enemy directly curses.
Return FireStrengthened must-have, took many games to get one upgrade, use the 2nd skill and then activate, purely annoying.
DecayBuff is a must, how can there be such disgusting equipment after the buff?
Disarming HexBuff is a must, 8 seconds for a disarm plus 3 skill disarm, leaving enemies with no guns to shoot.
IndomitableBuff is a must, indeed awesome, 15 seconds for an automatic control removal, plus 24% spirit + bullet protection, awesome.
Cursed RelicBuff is a must, although there's still a 25% damage loss, but disarm, silence, and interrupt every 11 seconds is pretty annoying.
All item notes
- Rescue Beam — Strengthened must-have, over 10 seconds of recovery, can also pull people, the enemy directly curses.
- Return Fire — Strengthened must-have, took many games to get one upgrade, use the 2nd skill and then activate, purely annoying.
- Decay — Buff is a must, how can there be such disgusting equipment after the buff?
- Disarming Hex — Buff is a must, 8 seconds for a disarm plus 3 skill disarm, leaving enemies with no guns to shoot.
- Indomitable — Buff is a must, indeed awesome, 15 seconds for an automatic control removal, plus 24% spirit + bullet protection, awesome.
- Cursed Relic — Buff is a must, although there's still a 25% damage loss, but disarm, silence, and interrupt every 11 seconds is pretty annoying.
- 3
Item Analysis - Consider
112,800 Souls
JuggernautConsider it, especially when the enemy has a lot of guns.
Extra SpiritConsider it, I feel the spirit amplification big and small items are quite average, didn't feel much increase in damage.
Improved SpiritConsider it, I feel the spirit amplification big and small items are quite average, didn't feel much increase in damage.
Boundless SpiritConsider it, I feel the spirit amplification big and small items are quite average, didn't feel much increase in damage.
Torment PulseConsider it, if you choose this, you have to gamble on increasing damage, the two together can annoy people, if only Pain Pulse, the effect is quite average.
ScourgeConsider it, if you choose this, you have to gamble on increasing damage, the two together can annoy people.
Greater ExpansionConsider it, especially with enemy Plague, it's a must, without it, giving 12 skill is actually quite average.
Bullet Resist ShredderConsider it, still somewhat useful, plus bullet resistance, not many equipment options early on.
Enchanter's EmblemConsider it, feels quite average.
ColossusConsider it, quite average.
Mystic BurstConsider it, can be upgraded to Heavy Armor Bane late game, but I think it's average.
TankbusterConsider it, but I think it's average.
Plated ArmorConsider it, as a level 4 item, low priority, only choose it if there's no other option.
Extra RegenConsider it, not many choices early on, better than nothing, upgrading to Healing Enhancement is actually good.
Healing BoosterConsider it, increases 1 skill healing, unless the enemy has no Curse of Healing.
Healing TempoConsider it, but actually quite average.
Bullet ResilienceConsider it, if the enemy AD is greater than 3 people, it's a must, mainly depends on what damage you take.
Mystic ReverbConsider it, if at this stage there's still no damage increase + enemy Plague, then can only consider this, giving 1 skill can further increase lifesteal, giving 2 skill can let 2 skill lifesteal when
SpellbreakerConsider it, priority is not that high, choose other must-have level 4 items, if none, then choose Break Curse.
Warp StoneConsider it, multiple displacements are still useful.
Veil WalkerConsider it, if you choose it, you need to trigger more to heal.
Radiant RegenerationConsider it, if it's buffed with Healing Enhancement, one 1 skill can heal 1000, if not buffed, feels quite average, if the enemy has Curse of Healing, it will directly go down.
Mystic SlowConsider it, not really core, more like support, can slightly annoy the enemy.
SuppressorConsider it, not really core, more like support, can slightly annoy the enemy.
LeechConsidering to pick, always get this in the third round, just won't give other level 4 gear, can't help but choose you, otherwise really don't want to pick.
Cheat DeathConsidering to pick, Immortal Medal.
Diviner's KevlarConsidering to pick, can't get the lingering power for three games, can only choose Diamond Pine to increase the control duration of skill 4.
Magic CarpetConsidering to pick, can't get lingering power and want to control, can only choose him, this thing handles Witch pretty average.
Debuff ReducerConsidering to pick, actually can't hold up against a lot of control, can only hold a little bit.
All item notes
- Juggernaut — Consider it, especially when the enemy has a lot of guns.
- Extra Spirit — Consider it, I feel the spirit amplification big and small items are quite average, didn't feel much increase in damage.
- Improved Spirit — Consider it, I feel the spirit amplification big and small items are quite average, didn't feel much increase in damage.
- Boundless Spirit — Consider it, I feel the spirit amplification big and small items are quite average, didn't feel much increase in damage.
- Torment Pulse — Consider it, if you choose this, you have to gamble on increasing damage, the two together can annoy people, if only Pain Pulse, the effect is quite average.
- Scourge — Consider it, if you choose this, you have to gamble on increasing damage, the two together can annoy people.
- Greater Expansion — Consider it, especially with enemy Plague, it's a must, without it, giving 12 skill is actually quite average.
- Bullet Resist Shredder — Consider it, still somewhat useful, plus bullet resistance, not many equipment options early on.
- Enchanter's Emblem — Consider it, feels quite average.
- Colossus — Consider it, quite average.
- Mystic Burst — Consider it, can be upgraded to Heavy Armor Bane late game, but I think it's average.
- Tankbuster — Consider it, but I think it's average.
- Plated Armor — Consider it, as a level 4 item, low priority, only choose it if there's no other option.
- Extra Regen — Consider it, not many choices early on, better than nothing, upgrading to Healing Enhancement is actually good.
- Healing Booster — Consider it, increases 1 skill healing, unless the enemy has no Curse of Healing.
- Healing Tempo — Consider it, but actually quite average.
- Bullet Resilience — Consider it, if the enemy AD is greater than 3 people, it's a must, mainly depends on what damage you take.
- Mystic Reverb — Consider it, if at this stage there's still no damage increase + enemy Plague, then can only consider this, giving 1 skill can further increase lifesteal, giving 2 skill can let 2 skill lifesteal when
- Spellbreaker — Consider it, priority is not that high, choose other must-have level 4 items, if none, then choose Break Curse.
- Warp Stone — Consider it, multiple displacements are still useful.
- Veil Walker — Consider it, if you choose it, you need to trigger more to heal.
- Radiant Regeneration — Consider it, if it's buffed with Healing Enhancement, one 1 skill can heal 1000, if not buffed, feels quite average, if the enemy has Curse of Healing, it will directly go down.
- Mystic Slow — Consider it, not really core, more like support, can slightly annoy the enemy.
- Suppressor — Consider it, not really core, more like support, can slightly annoy the enemy.
- Leech — Considering to pick, always get this in the third round, just won't give other level 4 gear, can't help but choose you, otherwise really don't want to pick.
- Cheat Death — Considering to pick, Immortal Medal.
- Diviner's Kevlar — Considering to pick, can't get the lingering power for three games, can only choose Diamond Pine to increase the control duration of skill 4.
- Magic Carpet — Considering to pick, can't get lingering power and want to control, can only choose him, this thing handles Witch pretty average.
- Debuff Reducer — Considering to pick, actually can't hold up against a lot of control, can only hold a little bit.
- 4
Item Analysis - Don't Like
68,000 Souls
Monster RoundsDon't love to pick, don't choose early, if you pick it, he will give you more orange gear later.
Rapid RoundsDon't love to pick, don't choose early, if you pick it, he will give you more orange gear later.
Alchemical FireDon't love to pick, feels pretty average.
Majestic LeapDon't love to pick, New Yorker can fly, Mo likes to dig holes.
LifestrikeDon't love to pick, I don't even press Q.
Blood TributeDon't love to pick, when can skill 2 dig and still shoot, then I'll pick it.
Fury TranceDon't love to pick, when can skill 2 dig and still shoot, then I'll pick it.
Quicksilver ReloadDon't love to pick, I don't know why I just don't like gear that boosts firearms.
Mercurial MagnumDon't love to pick, I don't know why I just don't like gear that boosts firearms.
FortitudeDon't love to pick, my health doesn't stay above 75% for long, the battlefield is too chaotic, can easily lose half your health.
Rusted BarrelDon't love to pick, better to upgrade the Disarm Curse.
Stamina MasteryDon't love to pick, your Uncle Mo prefers skill 2 to ambush rather than dashing in the air.
Healing NovaDon't love to pick, if I get a buff can consider picking, the healing is good but the time is still 60 seconds, better than the enhanced Rescue Beam.
Arcane SurgeDon't love to pick, your Uncle Mo doesn't have dashing jumps, only digging to take hits and digging to take off.
CounterspellDon't love to pick, without the F key, I only have skill 2 to dig, if later skill 2 can dig and then F that would be a kill.
Surge of PowerDon't love to pick, this icon looks like a prison, MAN!
Spirit SnatchDon't love to pick, don't love the buff either, when can digging also press Q then I'll pick.
Trophy CollectorDon't love to pick, if I get it in the first round can consider picking, because the area is small, stealing kills + skill 1 range is good, but if I get it in later rounds need to be cautious.
InhibitorDon't love to pick, unless later skill 2 can dig and shoot, then I will choose.
Spirit BurnDon't love to pick, early basically can't trigger, later need to max out 1+2 to trigger, high trigger threshold and low frequency, unless you can add damage plus enemy's disaster.
Lightning ScrollDon't love to pick, the least compatible passive, skill 4 maxed + lingering power basically don't need to consider this gear, better to have small secret arts to slow down.
All item notes
- Monster Rounds — Don't love to pick, don't choose early, if you pick it, he will give you more orange gear later.
- Rapid Rounds — Don't love to pick, don't choose early, if you pick it, he will give you more orange gear later.
- Alchemical Fire — Don't love to pick, feels pretty average.
- Majestic Leap — Don't love to pick, New Yorker can fly, Mo likes to dig holes.
- Lifestrike — Don't love to pick, I don't even press Q.
- Blood Tribute — Don't love to pick, when can skill 2 dig and still shoot, then I'll pick it.
- Fury Trance — Don't love to pick, when can skill 2 dig and still shoot, then I'll pick it.
- Quicksilver Reload — Don't love to pick, I don't know why I just don't like gear that boosts firearms.
- Mercurial Magnum — Don't love to pick, I don't know why I just don't like gear that boosts firearms.
- Fortitude — Don't love to pick, my health doesn't stay above 75% for long, the battlefield is too chaotic, can easily lose half your health.
- Rusted Barrel — Don't love to pick, better to upgrade the Disarm Curse.
- Stamina Mastery — Don't love to pick, your Uncle Mo prefers skill 2 to ambush rather than dashing in the air.
- Healing Nova — Don't love to pick, if I get a buff can consider picking, the healing is good but the time is still 60 seconds, better than the enhanced Rescue Beam.
- Arcane Surge — Don't love to pick, your Uncle Mo doesn't have dashing jumps, only digging to take hits and digging to take off.
- Counterspell — Don't love to pick, without the F key, I only have skill 2 to dig, if later skill 2 can dig and then F that would be a kill.
- Surge of Power — Don't love to pick, this icon looks like a prison, MAN!
- Spirit Snatch — Don't love to pick, don't love the buff either, when can digging also press Q then I'll pick.
- Trophy Collector — Don't love to pick, if I get it in the first round can consider picking, because the area is small, stealing kills + skill 1 range is good, but if I get it in later rounds need to be cautious.
- Inhibitor — Don't love to pick, unless later skill 2 can dig and shoot, then I will choose.
- Spirit Burn — Don't love to pick, early basically can't trigger, later need to max out 1+2 to trigger, high trigger threshold and low frequency, unless you can add damage plus enemy's disaster.
- Lightning Scroll — Don't love to pick, the least compatible passive, skill 4 maxed + lingering power basically don't need to consider this gear, better to have small secret arts to slow down.
