Ivy has disruptive combat tricks that slow and stun enemies. She's most effective when linking up with an ally, empowering her and her ally's guns as well as sharing heals.
Ivy has disruptive combat tricks that slow and stun enemies. She's most effective when linking up with an ally, empowering her and her ally's guns as well as sharing heals.
Always up to date. Fine with auto-buy
Damage heavy (with some utility) and gets better as the game goes on.
Manage you Kudzu cooldown carefully so you always have a couple for a fight. They're great for camps and waves but try not to run out.
Not every game needs an item from Farm. Read tooltips throughout.
Clear skies ahead pilot, go get em!
Any order
I
Monster Rounds
If the lane is very easy you can skip this - otherwise you need it to avoid getting pushed under guardian
I
Extra Charge
Never skip
I
Extra Spirit
Easy damage, almost never skip
I
Imbue
Mystic Expansion
Never skip
I
Extra Regen
Best for pure healing in lane, if you need it - sell whenever
I
Mystic Regeneration
Better than Extra Regen if you're hitting Kudzu's a lot or need some more damage as well as healing
L->R - get Farm item during/before this section
II
Mystic Slow
Core part of your kit and great support - Lightning Scroll isn't a huge upgrade for you though
II
Mystic Vulnerability
Probably the easiest way to help your team, and very useful for damage - upgrades into your best late item
II
Imbue
Compress Cooldown
Imbue on 1 - Get this earlier if you're constantly running out (but this also means you're using Kudzu too often, save for fights)
II
Improved Spirit
Easy, cheap upgrade - Skip this and sell Extra Spirit if you need space for more optionals
II
Active
Slowing Hex
You need it eventually Vortex Web, and very good for hitting Kudzu - particularly worth for [Infernus, Lash, Wraith, Dynamo, Calico, Abrams]
Max 1
III
Trophy Collector
Good in high kill games, games you win lane, and games you need to rotate a lot (extra sprint speed)
III
Active
Cultist Sacrifice
Good for neutral games or when you're planning to farm heavily after lane. Get Trasncendent Cooldown during Late Core if you buy (and fill up active spots)
II
Enchanter's Emblem
Great in most games, but if they're very bullet heavy it's ok to skip
II
Healbane
Great in most games [Geist, Mo & Krill, Dynamo, Kelvin, Calico, Abrams, Infernus, Pocket, Lash] can be sold for Spirit Burn. Skip if they have no healing (not common)
L->R for priority, skip "Best Options" for slots if needed
II
Suppressor
Good if they have more than one bullet carry (which is fairly common) - otherwise skip
II
Debuff Reducer
Useful. Especially good if you need remover [Infernus, Shiv, Pocket, Mo & Krill]
III
Active
Debuff Remover
Strong item especially for [Infernus, Shiv, Bebop, Seven, Warden, Vindicta]
I
Mystic Burst
If you're feeling unsupported this can help win 1v1 and secure kills, upgrade later if they're tanky
III
Tankbuster
Really nice to have and you'll proc it fairly easily by Late Core - best once their team has 3K+ health
I
Extra Stamina
Mostly for [Warden, Haze, Vindicta, Geist] but it's never a bad purchase
II
Arcane Surge
If you get Extra Stamina you might as well get this - it's really strong when you're using it consistently but you will need to practice that
L->R - Alch Fire is skippable if needed
III
Rapid Recharge
Only worth rushing earlier if you have Compress Cooldown already and have 2.4K but not 3.2K. Otherwise wait till you're done with Mid Core.
III
Superior Cooldown
Good upgrade - now more important to upgrade again if you have actives (and if you don't have many you can delay this IF you're desperate for more damage
III
Greater Expansion
Great for your entire kit, BUT you can delay till you've started SCRAMBLING TIME if you're confident in your aim/timing - get as soon as you have Vortex or Spirit Burn at latest though
III
Active
Alchemical Fire
I love Kudzu Bomb 2! BUT if you need loads of optionals (especially actives) or resists you can skip or sell later
L->R usually, but read tooltips - consider Defence items as needed
IV
Escalating Exposure
Usually worth getting first, particularly if you're hitting Kudzu's well already and don't need Anti-Heal
IV
Spirit Burn
Get first (or even rush) if you're struggling to out damage healing on anyone, or if you're farming camps a lot
IV
Transcendent Cooldown
Get first if you buy Cultist Sac and/or additional actives (Knockdown, Silence Wave, Curse, E Shift) - you skip Alch Fire for a non-active maybe skip this
IV
Lightning Scroll
It's a good item (and an upgrade so good for space) but lower priority that everything to the left, unless you need more ways to interupt as a team.
IV
Boundless Spirit
This gives you lots more damage, but usually the game isn't going on long enough to afford this (and the rest of the build)
IV
Active
Refresher
Good item, LONG cooldown. Get Transcendent Cooldown first, and only worth getting earlier than other T4s if fights are very long, or it's going to be the last fight of the game
Top row are more common
III
Active
Knockdown
Needed against [Vindicta, Grey Talon, Seven and Ult Bebop], fairly good for [Lash, Dynamo] - fine in other games but usually something better
IV
Active
Curse
If one person on their team has all the souls, buy this
IV
Active
Ethereal Shift
Excellent item, don't be put off by the cost it has good stats and amazing utility. Particularly good for [Lash, Shiv, Haze, Bebop, Burst Damage]
III
Counterspell
BUFFED and really good into [Lash ult, Infernus ult, Bebop bombs, etc.] but needs a lot of practice
II
Active
Spirit Sap
Builds into Silence Wave, otherwise only helpful if you're supporting/duoing with a Spirit carry
III
Active
Silence Wave
Great team impact against Spirit heavy teams, particularly helpful for [Mo & Krill, Bebop, Calico]
III
Active
Decay
Not as strong as before. Potentially good for [Mo & Krill, Shiv, Abrams, Calico, Geist] but I would buy this fairly early (Mid Core) if you plan to at all
I
Rebuttal
Incredible item, but ONLY for [Viscous IF YOU CAN PARRY PUDDLE PUNCH, Very melee heavy lanes] - Buy this BEFORE LANE ENDS if you're getting it
I
Active
Rusted Barrel
[Haze, Wraith, Viper, Infernus, any other gun carry] harder to use than Suppressor but cheap (and disarm is very strong when used well)
III
Active
Disarming Hex
[Haze, Wraith, Viper, Infernus, any other gun carry] for me this is very hard to get max value out of in a fight, but for one gun carry this is a very strong option
III
Imbue
Surge of Power
Instead of Improved Spirit - helps with the nerf to speed while firing, and good for speed generally - usually not worthwhile
III
Active
Rescue Beam
Against specific abilities this is hugely beneficial for your team, if you know how to use it. For example ults from [Lash, Dynamo, Holiday, Paradox]
IV
Juggernaut
Best item here - particularly good paired with Bullet Resillience if you're still dying - also weirdly good against melee damage?
III
Bullet Resilience
If they're mostly bullets and you can't afford Juggernaut, or already have it, this is a good item and very simple
IV
Plated Armor
If you're getting killed by additional bullet effects this can be neccesary [Infernus] in particular
III
Active
Metal Skin
This is really just an anti-[Haze] item, and you can just stun her with Gargoyle unless she has unstoppable
III
Spirit Resilience
Get if they're almost all Spirit and you keep dying. But your build has Spirit Resist already, so maybe just position better, dummy <3
IV
Spellbreaker
Buy for [Lash, Grey Talon] or other huge burst damage, or if you need more Debuff Resist
IV
Active
Scourge
Adaptable but takes practice - usually better to get something else or buy this to save your team's stronger people (if you're weak)
II
Active
Restorative Locket
Truly only useful in lanes against Geist and another Spirit hero, but in those lanes this is pretty good!
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