Early Game
Clear wave quickly, don't over extend but use 2 AP Power Surge to apply a ton of pressure.

Extra Regen
Super nice for staying topped up in lane. Can be replaced with Healing Rite.

Enchanter's Emblem
Early bump in survivability and damage. Rarely can switch for Healbane to get it earlier.

Mystic Vulnerability
A good spike in spirit damage, doesn't stack with other teammates with the same item.

Extra Health
Makes you way harder to burst down in lane and is nice to stack with regen for the 4.8k investment path.

Duration Extender
2 AP Surge is so easy to get in lane now with faster boons it just does too much to wait on. This makes it better.

Superior Duration
A nice upgrade to keep buffs and debuffs (and literally every ability...) up as long as possible. 4.8k Spirit spike here.

Healbane
Anti heal is great and burst heal is insanely nice too. Sell super late for Spirit Burn or other anti heal. 4.8k Health spike here.

Mystic Expansion
Builds into Ballistic now, its fine. Skippable if not taking Ballistic.

Ballistic Enchantment
Consistent damage and a ton of range. Can take Cultist instead or a different 1.6k item for less ball focus.

Toxic Bullets
Crazy item that scales with enemy hp, all spirit, any shred/amp (3 and EE), helps scale EE, reduces healing, and good for finishing. Gun spike now.
















































