Rank 2 Spirit Victor with annotations
Check YouTube guide @HERESYdl


I
Extra Charge
Can be bought before TPulse instead of Improved Spirit to get a quick shot of HP in lieu of buying regen


I
Extra Regen
Can be delayed when hard-winning


III
Torment Pulse
Core Item; always rush


II
Improved Spirit
Default high-value item on Victor for early breakpoints; sell later, likely for Mystic Vuln


II
Imbue
Compress Cooldown
Buy this item as soon as possible to get the 7.2k breakpoint; imbue 2 since you do not have your 1 maxed by this point


II
Enduring Speed
Still core on Victor for combat MS


II
Healing Booster
This upgrade is worth only about 1.5hp/s in lane, so generally do not buy it until your spirit core is online


II
Spirit Lifesteal
Completes your 4.8 vitality breakpoint


III
Superior Cooldown
Victor needs more pain batteries and more ults in order to properly fight


I
Imbue
Mystic Expansion
Can imbue 3, but I prefer 1 so that I can tag distant enemies and close the gap


III
Rapid Recharge
Prioritize this against heavy debuff comps/items


III
Greater Expansion
This makes Infuser much stronger; do not discount the spirit resist either--can buy sooner against heavy spirit damage


III
Active
Warp Stone
Default bullet resist item; makes Infuser much stronger since you can effectively reposition to hit more targets


II
Mystic Vulnerability
By this stage in the game, this item is better than improved spirit in every way


IV
Active
Infuser
Use when your aura has been charged for several seconds


IV
Escalating Exposure
Best raw dmg increase


III
Active
Metal Skin
Cycle this item's uptime with Warp Stone's so that you always have bullet resist


I
Monster Rounds
Can buy in early lane


II
Reactive Barrier
Instead of spirit lifesteal


II
Spirit Shielding
Instead of spirit lifesteal


II
Suppressor
Buy as first item against double gun dmg (not Mirage), or lategame with open slots


IV
Active
Ethereal Shift
Can buy as a response to lots of silences/stun ultimates


II
Healbane
When your team has not bought enough anti-heal


II
Active
Return Fire
Late game item for fighting hypercarries


I
Rebuttal
Lategame slought filler for damage amp


IV
Juggernaut
Default capstone vs gun carries if your team does not already have a juggernaut


IV
Plated Armor
Anti-gun carry if a teammate has juggernaut


IV
Spellbreaker
Default anti-spirit/Pocket


IV
Boundless Spirit
If enemy carries are not a problem, this caps your damage


IV
Healing Tempo
This is a terribly inefficient item, even when playing Gun Victor. This item is only ever useful for characters that can apply this to their teammates. Mathematically awful. Waste of souls.


III
Active
Cultist Sacrifice
Don't buy until buffed. 2.4k souls for much worse Range than Expansion. The gun DMG is irrelevant outside of lane. HP not better than the resist from GE. The souls just end up paying for the bad item.
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