트래퍼는 전장에 유령 거미를 방사하고 주요 영역에 저주의 트랩을 설치합니다. 트래퍼가 전장을 누비고 다니도록 내버려둔다면 발길이 닿는 곳곳에 트랩이 숨어 있을 것입니다.
트래퍼는 전장에 유령 거미를 방사하고 주요 영역에 저주의 트랩을 설치합니다. 트래퍼가 전장을 누비고 다니도록 내버려둔다면 발길이 닿는 곳곳에 트랩이 숨어 있을 것입니다.
Damage-heavy hybrid build, designed with objective
push capability and ease of use firmly in mind.
Updated for Return Fire patch.
Early cooldown into SoP/Magnum and Cult Sac allows
robust sustained damage and chase; hybrid damage and
Leech combine to keep health topped up in combat.
Extra Regen is a temporary, and can be sold any time after Spirit Lifesteal.
Not as good as it used to be for rushing, but once your boons start coming in, it's a pretty big deal. ~18% firerate at time of purchase, 30% once you're to Leech.
Generally in order, as slots allow (skipping ahead otherwise). If Return Fire is appropriate (see its annotation), buy it instead of Suppressor. Spirit Burn is default 3rd slot, but if multiple other teammates have it, skip it.
Combined with Vexing Bolt, you'll apply -51% fire rate. The slow cap only applies to the final value, so other slows like Juggernaut will pile on further.
Alternates/replacements for main set items (see annotations).
While this no longer interacts with Assistant, it still provides bullet resistance, and counterpressure in situations Suppressor won't help with.
If you have nowhere else to spend points in very long matches, replace Titanic Magazine with this, ideally after you have golden statue ammo buffs.
Situational tools and late buys (fill 4th slot/replace Extra Regen from here). Buy only 1 gun item from here. In very long games, you can replace your antigun 1600 with one of these to do something with the souls. Annotated.
If an enemy CC (ie Lash ult, Wraith/Warden grabs) is giving you significant trouble, press F to disappoint.
The "default" pick for 4th item/6.4k gun if you can land headshots. Provides a sizable damage bonus to you AND teammates, plus some nice antiheal.
Another excellent default selection; total debuff purge combined with the barrier and speed is an amazing tool, and the ability range is a nice secondary upside.
All-around strong defensive item. Particularly valuable in late stalemates where both sides are probing for a pick, making it easier to pick them and harder to pick you.
Extremely good when yoinking Lash, Bebop, Seven ults, and excellent mobility in general.
An alternate 6.4k gun item - against teams heavy on spirit damage but light on CC, this can help you move into and out of fast-paced skirmishes.
The fact this can't be resist shredded is a big deal for late defense. Good against Siphon Bullets or multiple gun maxxers.
1,000 health on tap is excellent, but it may not be the easiest thing to steal an ult at the appropriate time.
If you're good on damage but lacking in mobility, this is a solid tool to shore up that gap. Particularly of value for pulling back from risky pushes.
Mainly for stopping a Seven/Bebop you can't get an angle on. Not a common buy.
This is not commonly the correct pick for gun 6.4k, but against an enemy relying heavily on temporary buffs, it can be a difference-maker.
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