
Cet occultiste n'a que faire des règles du jeu. Il assène des séries de coups rapides à ses adversaires avant de s'enfuir. Quand il a fini de les affaiblir, il s'élance dans leur direction pour porter le coup de grâce.
Cet occultiste n'a que faire des règles du jeu. Il assène des séries de coups rapides à ses adversaires avant de s'enfuir. Quand il a fini de les affaiblir, il s'élance dans leur direction pour porter le coup de grâce.
tank everything and kill everything
Play disciplined in lane until you have your spirit spike or ult then go crazy. You can go 4.8k gun if you want but you'll lose some early slots for greens.


I
Tir curatif
sustain and wave clear for lane


II
Active
Souffle glacial
good flat damage to combo with dash, can look for good trades now and dash through them to safety to minimize damage taken, or just clear wave fast


III
Onde de tourment
core damage. Can build decay here if you don't want to get close


II
Châtiment curatif
early hp bonus, big heal on kill, great for early fights. anti heal is nice too. sell for spirit burn late if needed


II
Esprit amélioré
gets us 52 spirit, can drop this if you want 4.8k gun and you need the slot for a green


III
Résilience spirituelle
just great in general to be tanky since spirit will be stronger early. Can get something else if they have 0 spirit.


III
Active
Décomposition
rage generation, scales well, and gets us 64 spirit breakpoint so we can focus on greens for a while.


I
Active
Rite de guérison
if you take too much damage in lane or vs. a bad matchup


II
Active
Retour de balle
very good early for strong gun heroes if you need to counter them, sell for resists later


II
Atténuateur d'effets négatifs
debuff resist, good against pocket, upgrades to spellbreaker


II
Veste de combat
gives resist and synergizes well with 4.8k gun if you want that


II
Emblème enchanteur
just decent stats for spirit/vs. a spirit team


II
Active
Malédiction de ralentissement
if movement heroes may be a problem (mina, pocket, apollo, lash, etc.)
chain cc prevention. BUY WARP ALWAYS. The rest buy as needed


III
Active
Pierre de distorsion
Chase/disengage tool. Buy this every game. 30% bullet resist is a nice bonus


III
Contresort
op if you remember to use it, blocks cc, spirit burst, and even ults if you're locked in. Good for mid contest. Can skip if there's not much to parry


III
Active
Dissipateur de magie
more situational. Still a good buy if you need it (slow hexes, decays, haze, mirage, infern, etc.)


II
Protection d'urgence
A good cheap option for anti-hate crimes if they have multiple cc's
when gun starts to hurt


III
Résilience balistique
good in general, buy almost every game to be tanky


III
Active
Cuir blindé
could be good if no curses or if you just need more bullet resist
if you don't need tankiness


III
Antichar
more damage + rage on dash, good damage option later in the game


IV
Active
Explosion arctique
cc and gives great burst if used before dash


IV
Profusion spirituelle
damage up


IV
Récupération transcendante
dash resets if dash is maxed, uptime for actives, and more torment procs
Buy what you need here; you just want to be as tanky as possible (annotated)


IV
Implacable
best raw mitigation for gun damage (not on-hit effects) like warden, geist + slow resist


IV
Brise-magie
for spirit nukers that give you trouble (pocket, lash, etc.)


IV
Active
Frappe spectrale
to engage on easy targets


IV
Armure de plates
buy for heroes who mainly do damage through on hit effects, (infern, haze, wraith, etc.) or item bullet procs (tesla, toxic, lucky shot, inhibitor)


IV
Cuirasse ensorcelée
if gun heroes are not a problem


IV
Active
Intouchable
anti cc, also good for punching rejuv crystal


IV
Active
Protection divine
if pocket is a problem for you or you just need a better cleanse than dispel magic


IV
Brise-tête
good shred + anti-heal if you really need it (victor usually)
pick one from each row


III
À bout portant
just damage and slow


III
Tirs lestés
dmg, spirit res, debuff reduction, just good stats


III
Active
Aura héroïque
bullet resist, move speed, fire rate, helps push walkers.


II
Élan cinétique
4 stam + fire rate and ammo


II
Tir mystique
decent poke + rage generation if you manage it well


II
Balles ouvrantes
just damage


I
Frappe spirituelle
good for rage generation


III
Razzia spirituelle
could be good for building rage now that knife is worse


IV
Imbue [E]
Réverbération mystique
really good sustain and damage on dash in the late game


IV
Brulure spirituelle
strong anti heal. replace healbane


IV
Active
Fléau
idk could be good
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