Um predador ardiloso, Garra Cinza combina precisão mortal, armadilhas e um bom posicionamento para abater até o mais forte dos adversários.
Um predador ardiloso, Garra Cinza combina precisão mortal, armadilhas e um bom posicionamento para abater até o mais forte dos adversários.
Build updated for 12/6 Patch
ER → AS → RR → ES
Sell for Spirit Armor.
If you’re suffering from large chunks of damage or need to quickly regen in-lane after a tough 1v1, pick this up. Sell for Combat Barrier.
To put pressure on your opponent in lane. This is well applied in winning lanes to capitalize on momentum, and against lane opponents who are fond of standing out from cover regardless of advantaged / disadvantaged lane state.
CB → BL → SS
KD → QSR (Dagger) → SB → BRS → IC
QSR is most effectively used at the end of your first clip to extend your damage whether against an enemy, tower, or camp. It can also be used to extend the buff of Kinetic Dash to two clips.
Our default ganking relic, an excellent tool for locking down enemies into your Bullet Dance or otherwise.
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If suffering from DoTs and slows such as Shiv dagger, Pocket Affliction, and Infernus Afterburn. Also reduces stun & slow duration. Hugely helpful relic.
If facing frequent CC that triggers Reactive Barrier (there’s a lot) I advise you buy this as soon as possible, it does a lot to keep us alive and has great additional stats.
Against Tanks & Leeches like Abrams, Shiv, and Geist. Use this during a gank or to push them away in a team fight.
BF → SO
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If you are getting heavily CC'd in Bullet Dance or otherwise, I advise you buy this before the other T4 options. Unstoppable does a lot to keep us alive in Late Game.
A straightforward “nerf” relic for our late game, it’s impossible to go wrong with Inhibitor. Especially helpful for outliving fights against metal skinned enemies.
When facing heavy spirit users, which is frequent, new Silencer shuts them down completely.
Our strongest M1 & Ult damage increase after Spiritual Overflow, best to pick this up if you are not in need of a tech pick.
If their team has a massive carry, Curse is sometimes a requirement to kill them and turn a teamfight.
An essential purchase at some point, it’s important to sense when that is exactly in the match. Frequently around the 11-15 minute mark.
Another essential purchase, but can be picked up much later in the round. Any time after Spiritual Overflow is ideal.
No Order, Read Annotations! Imbue on Bullet Dance ↓↓
A fun pairing with gun or Ult to briefly increase your sustain and keep enemies locked around you.
Can be used DURING Bullet Dance to chase fleeing enemies, also great for confirming kills / trades whenever possible.
Especially great against a well-fed Pocket, Bebop, or Warden. Cleanses more “debuffs” than you may realize. Bebop Bombs, Ticking Warden Cage, etc.
An effective tool when facing pervasive lifesteal heroes such as Infernus, Shiv, Geist, or Abrams.
A large increase to our gun damage and plays well at any range. No longer a high priority damage relic.
Generally strong late game tool for confirming kills, easily landed after a dagger. Especially useful against Geist, Pocket, and Dynamo.
Imbue on Bullet Dance! To out-cycle their ability to shut down / react to Bullet Dance properly, as well as keep near 100% uptime on relic cooldowns.
Great to reliably sink Vindicta, Talon, and Lash, and to shut down Channeling Ults like Dynamo, Seven, Bebop, Warden, and Krill.
These are upgrades to stuff you already have, so you can always fit it.
Adaga Tranquilizante
Bomba de Fumaça
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Dança das Balas
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