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Abrams
A hard-engage frontline bruiser who absorbs pressure, crashes into formations, and keeps fighting through sustained self-healing.
Apollo
A precision marksman who controls fights from safe range and wins by landing repeated high-value shots.
Bebop
A disruptive brawler who starts fights with picks and keeps enemy positioning uncomfortable once combat begins.
Billy
A burst-heavy brawler who wants quick access to close range and enough momentum to flatten targets before they can disengage.
Calico
A shadowy assassin who slips through chaotic fights, isolates vulnerable targets, and disappears before the return punish lands.
Celeste
A ranged fire-support marksman who values safe distance, steady uptime, and controlled angles over reckless front-line dueling.
Drifter
A roaming assassin who skims the edge of fights, harasses from awkward angles, and turns isolated movement into pick pressure.
Dynamo
A utility-focused mystic who protects teammates, controls fight timing, and amplifies coordinated engagements.
Fathom
A mystic controller who uses stealth, area influence, and layered spell pressure to make contested space dangerous to cross.
Graves
A precision marksman who likes disciplined sightlines, strong cover usage, and punish windows that start before enemies can close in.
Grey Talon
A long-range bow carry who punishes exposed movement, controls space from afar, and rewards calm, accurate pressure.
Haze
A stealth assassin who is most dangerous when she controls the timing, angle, and target of every commit.
Holliday
A mobile marksman who mixes unusual firing angles with active repositioning to keep ranged pressure unpredictable.
Infernus
A burn-focused damage dealer who turns repeat contact into spreading fire pressure and explosive finishes.
Ivy
A protective utility hero who keeps teammates alive, blocks enemy momentum, and makes coordinated engages safer to take.
Kelvin
An ice controller who changes pathing, slows tempo, and gives his team better terrain to fight in.
Lady Geist
A high-impact mystic who gambles with health, timing, and spell sequencing to produce devastating burst swings.
Lash
Aerial disruption defines this hero, who dives in from strange heights and turns grouped enemies into easy chaos.
McGinnis
An inventor-style mystic who fortifies positions with deployed tools and helps the team fight on prepared ground.
Mina
A precision marksman who amplifies ranged firepower and gains the most value when she can keep a clean shooting buffer.
Mirage
A bodyguard-oriented utility hero who protects allies well and uses illusions and disruption to keep enemies off balance.
Mo & Krill
A brawler version of Mo & Krill that prefers direct contact, messy initiations, and stubborn pressure around the front line.
Paige
A projectile-focused mystic who supports from range and turns steady spell contact into safe team utility.
Paradox
A high-skill disruptor who manipulates timing and positioning to create punishes that other heroes cannot easily replicate.
A crafty assassin who thrives on fast target access, short lethal bursts, and slipping back out before the fight stabilizes.
Raven
A stealth-minded assassin who hunts high-value targets and punishes any opponent that drifts too far from safety.
Rem
A tactician who excels at zone control, coordinated pressure, and turning prepared team setups into fight-winning tempo.
Seven
A high-pressure mystic who turns neutral space into a dangerous network of lightning and zone control.
Shiv
A rage-driven brawler who keeps pressing forward, stacks attrition well, and turns repeated contact into overwhelming pressure.
Silver
A classic sniper-style marksman who wants distance, vision, and enough patience to make every shot matter.
Sinclair
A deceptive mystic who leans on flexible tactics, mind games, and changing the shape of fights faster than opponents can adapt.
The Doorman
A service-oriented mystic who controls entrances, supports rotations, and makes narrow spaces far easier for allies to hold.
Trapper
A trap-based disruptor who controls routes, limits movement, and turns patient setup into punishing ambushes.
Venator
A crossbow marksman who favors precise ranged punishment and keeps enemies honest with long-threat positioning.
Victor
A pistol-and-brawl bruiser who likes direct exchanges, front-loaded pressure, and staying close enough to keep enemies uncomfortable.
Vindicta
A long-range sniper who wins by controlling safe sightlines, vertical space, and precise pick windows.
Viscous
A disruption specialist who survives awkwardly, scrambles enemy plans, and turns clean fights messy.
Vyper
A machine-gun assassin who uses tricky positioning and relentless bullet output to overwhelm lighter targets.
Warden
A fearless bruiser who likes initiating fights, holding his own in duels, and making enemies respect his forward presence.
Wraith
A pick-focused assassin who converts one vulnerable target into a cleaner fight for her team.
Wrecker
A destructive brawler who breaks enemy positions apart and creates openings through brute-force siege pressure.
Yamato
A flashy but ruthless assassin duelist who closes fast, bursts hard, and refuses to let damaged targets escape.
Close Quarters
A cheap aggression item for heroes that intentionally take fights inside close threat range. It works best when your kit reliably sticks to enemies long enough to turn proximity into consistent weapon pressure.
Extended Magazine
A basic weapon comfort item that gives early gun heroes longer firing windows before a reload interrupts their pressure.
Extra Charge
A simple charge-economy pickup for heroes whose early pressure depends on getting one more use out of an important ability.
Extra Health
A straightforward durability pickup that buys you more room for mistakes in early and midgame fights. It is most useful when the enemy team is threatening to push you out before your real build comes together.
Extra Regen
A low-cost sustain staple that keeps lane attrition from snowballing against you before larger defensive purchases come online.
Extra Spirit
A simple early Spirit buy that raises your baseline spell impact without changing how your hero plays. It is mainly a tempo tool for reaching smoother poke, wave pressure, and first-fight damage before larger Spirit items come online.
Extra Stamina
A mobility-focused pickup that increases how much room you have to chase, dodge, and reset angles. Heroes that depend on route control or repeated movement checks often get more value from this than from small raw-stat buys.
Golden Goose Egg
Golden Goose Egg was an early-economy legacy item built around delayed payout. You accepted a damage penalty up front, then held the egg until a better timing window before hatching it for souls and permanent buffs. In practice it was a greed item for players who believed they could survive lane pressure and convert the extra scaling into a midgame lead.
Headshot Booster
An early precision item for weapon heroes that can consistently convert aim advantage into lane pressure. It fits best in ranged trading patterns where repeated clean hits matter more than reckless all-ins.
Healing Rite
A sustain active built for lanes and midgame rotations where surviving chip damage matters more than immediate combat stats. It helps slower heroes stabilize and lets bruisers stay on the map long enough to reach their next spike.
High-Velocity Rounds
A weapon upgrade that supports cleaner ranged pressure by making your shots easier to connect at longer distance. It suits heroes that want to win fights through repeated poke, angle control, and disciplined gun uptime.
Melee Lifesteal
A sustain tool for heroes that naturally work melee swings into their normal trading loop. It is best when you can stay attached to targets often enough for the healing to offset the risk of fighting up close.
Monster Rounds
A cheap tempo buy for improving PvE clear, lane shove, and neutral camp efficiency without sacrificing early weapon flow.
Mystic Burst
An early Spirit spike that turns successful spell contact into real burst pressure. It is a strong purchase for casters and assassins that want early skirmishes to hinge on one clean rotation landing first.
Mystic Expansion
A cheap area-of-effect upgrade for casters who want early spells to cover space more comfortably in lane and skirmishes.
Mystic Regeneration
A lane-friendly sustain item for spell users that need enough recovery to keep casting without getting pushed off the map.
Rapid Rounds
A low-cost weapon tempo piece that keeps your shots flowing and your lane pressure steady. It is especially useful on heroes that prefer repeated short trades, wave shove, and constant harassment over single explosive bursts.
Rebuttal
A cheap anti-pressure pickup that gives you a little more bite back when enemies try to bully every trade.
Restorative Shot
An early sustain weapon item for heroes that can keep landing ranged hits and want those shots to help stabilize lane health.
Rusted Barrel
A cheap active utility piece that helps early Spirit users add awkward pressure and force uncomfortable movement in close spaces.
Spirit Strike
An early hybrid damage tool for heroes that want one clean spell-assisted hit to matter more in short trades.
Sprint Boots
An early movement upgrade for heroes that value faster rotations, cleaner chases, and safer disengages more than raw stats.
Active Reload
A rhythm item for players who can manage reload timing well and want better pressure uptime without waiting on bigger gun spikes.
Arcane Surge
An active Spirit tempo item for heroes that want one sharper spell window to start a trade, force respect, or secure a clean follow-up.
Backstabber
A flanking weapon pickup for heroes that regularly reach side or rear angles and can turn surprise access into immediate punishment.
Battle Vest
A simple bruiser durability upgrade for heroes that expect to keep taking honest front-to-back punishment in every fight.
Bullet Lifesteal
A sustain choice for weapon heroes that stay on target consistently enough to turn long firing windows into real self-healing.
Bullet Resist Shredder
A hybrid anti-frontline Spirit pickup that helps spell-heavy heroes make allied weapon damage bite harder into tougher targets.
Cold Front
An active Spirit utility item that gives slower lineups a reliable way to start contact, hold a chase, or force enemies to move through a bad slow field.
Compress
A utility-focused Spirit item that tightens your control window and helps punish enemies who are already being forced into awkward movement.
Cooldown Duration Extender
A specialist Spirit tool for heroes who care more about stronger uptime on a key effect than about raw one-cast damage.
Debuff Reducer
A practical defensive buy for matchups where slows, silences, roots, and other lingering effects are the real reason you lose trades.
Enchanter's Emblem
A support-leaning vitality buy that helps utility heroes get more value out of buffs, healing, or protective cast patterns.
Enduring Speed
A movement-focused survival item that helps you rotate, kite, and keep useful spacing through the full length of a messy engagement.
Fleetfoot
An active movement-and-pressure tool for gun heroes that want to reposition aggressively without giving up their damage window.
Guardian Ward
A defensive active that gives squishier heroes one safer window to survive burst, hold position, or finish casting. It is most valuable when fights are decided by the first hard engage and you need insurance against getting instantly punished.
Healbane
A practical anti-heal answer when enemy sustain is dragging fights out longer than your lineup can comfortably handle.
Healing Booster
A value multiplier for heroes and teams that already heal often and want each sustain window to buy more real time on the map.
Improved Spirit
A clean mid-curve Spirit upgrade that simply raises your spell floor and helps casters hit more reliable poke and skirmish breakpoints.
Intensifying Magazine
A sustained-fire weapon item that gets better the longer you stay on target, rewarding disciplined tracking instead of quick disengages.
Kinetic Dash
A mobility-friendly weapon pickup for heroes that weave dashes into their firing pattern and want movement to carry offensive value too.
Long Range
Long Range was a spacing-check legacy weapon item. Instead of helping you brawl up close, it paid you for preserving a clean distance band and keeping opponents outside their preferred contact zone. It was strongest on heroes who could consistently own sightlines, because the extra long-range damage only mattered when you were already winning the positioning battle.
Long Range Melee Charge
A niche engage item for heroes that threaten with empowered melee contact and want more payoff from finally reaching their target.
Melee Charge
Melee Charge was a legacy lane-to-midgame weapon item for heroes who threatened fights through heavy melee contact. Its value was straightforward but timing-sensitive: hold the proc, threaten space, then cash it into a heavier engage when the enemy had no clean disengage. The item fit brawlers and melee-heavy duelists better than standard ranged carries.
Mystic Shot
A hybrid damage item that rewards heroes for blending weapon hits with ability pressure instead of separating the two. It is a natural pickup when your threat pattern comes from repeated empowered shots during skirmishes.
Mystic Slow
A chase and control item that lets spell hits stick longer, making it easier to finish targets or hold enemies inside danger zones.
Mystic Vulnerability
A team-friendly Spirit amplifier that rewards repeated spell contact and helps coordinated magic damage lineups collapse faster.
Opening Rounds
A first-hit weapon spike that rewards taking the initiative and turning the start of each trade into your most dangerous moment.
Quicksilver Reload
A smooth hybrid pickup for heroes that weave abilities and gunfire together and do not want reload timing to break their pressure chain.
Reactive Barrier
A defensive trigger item that gives fragile heroes a better chance to survive the first burst and still finish their play.
Recharging Rush
Recharging Rush was a timing-sensitive legacy weapon item. After dealing a meaningful burst of weapon damage, it replenished a charge for each charged ability, letting specific heroes loop their pressure faster than normal. It was strongest on kits that already cared about charge economy and short skirmish resets rather than long, flat damage uptime.
Restorative Locket
A sustain utility piece that helps convert small pauses in combat into meaningful recovery for the next skirmish.
Return Fire
A punishing defensive active for matchups where enemy weapon carries keep overcommitting into you without respecting the reflect threat.
Slowing Bullets
A chase-oriented weapon utility item that helps ranged heroes keep vulnerable targets inside their damage band for longer.
Slowing Hex
A reliable active catch tool for supports and roamers that need one button to stick a target in place long enough for the team to arrive.
Spirit Lifesteal
A sustain bridge for casters that stay relevant by repeatedly landing spells and want that pressure to also keep them healthy.
Spirit Sap
An active drain-oriented utility item that swings close exchanges by stealing tempo and making enemy casters less comfortable in drawn-out fights.
Spirit Shielding
A targeted durability answer for games where spell burst is the main thing threatening to remove you before you can play.
Spirit Shredder Bullets
A team-enabling hybrid weapon item that helps gun heroes contribute to breaking down targets for allied spell damage.
Split Shot
An active lane and teamfight utility item that trades single-target focus for better spread pressure into waves, summons, or grouped enemies.
Stalker
Stalker was a legacy chase-and-stick weapon item for close-range gun heroes. Landing weapon damage inside its close-range threshold opened a wound, then converted that contact into a package of value: bonus move speed for you, spirit damage over time on the target, reduced bullet resistance, and wall reveal. It rewarded heroes that could stay glued to one victim and turn a small angle win into a full hunt.
Suppressor
A disruption-oriented Spirit pickup for reducing enemy output and making repeated trades safer against high-pressure carries.
Swift Striker
A tempo-oriented weapon item that smooths out your firing rhythm before full gun builds are complete. It works well as a bridge purchase for heroes that need reliable mid-fight pressure instead of waiting on one expensive breakpoint.
Titanic Magazine
An ammo-sustain upgrade for weapon builds that need to keep firing through longer duels and objective fights. It reduces the number of times your pressure collapses just because a reload window arrives at the wrong moment.
Weakening Headshot
A precision debuff item for aim-reliant heroes who want clean headshots to do more than raw damage and open the target for follow-up.
Weapon Shielding
A targeted anti-gun durability option when sustained bullets, not spell combos, are the biggest source of pressure in the lobby.
Alchemical Fire
An active zone-control weapon item that helps teams break entrenched positions and punish enemies forced to stand their ground.
Berserker
A snowballing close-combat weapon item for heroes that want each committed fight to get stronger rather than safer.
Blood Tribute
An aggressive active weapon item for players willing to trade health or commitment for a stronger immediate damage window.
Bullet Resilience
A midgame anti-weapon durability item for lobbies where sustained gun pressure is deciding every fight before you can stabilize.
Burst Fire
A weapon damage spike for heroes that want short, decisive firing windows rather than long, perfectly sustained DPS cycles.
Counterspell
A matchup-specific defensive buy for heroes that need a better answer to predictable enemy spell bursts or catch tools.
Cultist Sacrifice
A high-risk pressure active that turns one committed moment into a much louder burst exchange if you can survive the cost.
Debuff Remover
A practical cleanse active for games where one root, silence, sleep, or heavy slow keeps deciding whether you get to play the fight.
Decay
A strong anti-sustain Spirit active that punishes durable targets by making extended healing-based fights much less comfortable.
Disarming Hex
A direct anti-carry active for shutting down weapon-dependent heroes during the exact window where they want to take over the fight.
Dispell Magic
A utility-focused counter item for removing problematic magical effects and making hostile setup patterns less reliable.
Electric Slippers
Electric Slippers was a legacy movement-pressure item for players who understood how to fight on slide timings. While sliding, it let you evade bullets, accelerate your fire rate, and pulse damage around you, turning repositioning into a real combat action instead of pure travel. It fit heroes who could already weave slides into close-range pressure and wanted that movement layer to carry actual threat.
Escalating Resilience
A weapon-leaning durability bridge that gets more valuable the longer you stay active in a fight instead of backing out early.
Express Shot
A precision-oriented weapon upgrade that rewards clean aim and quick punish timing, especially on heroes that fight through deliberate shots instead of spray.
Fortitude
A sturdy all-purpose durability item for heroes that need to stay functional through repeated chip, poke, and drawn-out pressure.
Fury Trance
An all-in combat active that rewards bruisers who want one louder, faster, more dangerous mid-fight pressure window.
Greater Expansion
An area-scaling Spirit upgrade for heroes whose best spells become far more oppressive when they cover a larger part of the fight.
Headhunter
A snowballing marksman item for players who can keep finding exposed targets and repeatedly convert aim advantage into meaningful pick pressure.
Healing Nova
A teamfight sustain active that helps grouped allies survive one dangerous moment and keep contesting after the first burst lands.
Heroic Aura
A team-oriented weapon purchase that gives coordinated lineups more value from grouped pushes, skirmishes, and front-to-back firing formations.
Hollow Point
A clean ranged damage upgrade for weapon heroes that care about improving each meaningful hit more than attack-speed style volume.
Hunter's Aura
A team-oriented weapon aura that helps grouped damage lineups push their target faster once they decide to commit.
Juggernaut
A bruiser durability spike for heroes that expect to live in the middle of the fight and keep advancing through resistance.
Knockdown
A dependable active setup tool that gives slower or more coordinated lineups one clean way to start a collapse on a priority target.
Leech
A sustain-heavy midgame item for heroes that stay attached to opponents long enough to turn offensive uptime into self-preservation.
Lifestrike
A brawler-friendly sustain item that helps every committed hit matter more when fights are decided in close range.
Majestic Leap
A proactive engage and rotation active that gives slower heroes a real way to threaten backlines or arrive first at a critical fight.
Metal Skin
A sharp anti-weapon active for surviving concentrated bullet pressure during the exact seconds enemy carries expect to secure the kill.
Plated Armor
A straightforward anti-gun armor pickup that helps frontliners and bruisers endure sustained ranged focus more efficiently.
Point Blank
A committed close-range damage spike for heroes that can force short-range contact on demand. It rewards decisive engages and punishes teams that cannot peel you off before the burst window fully plays out.
Radiant Regeneration
A sustain-oriented Spirit item for heroes that want to stay active on the map longer and recover well between repeated skirmishes.
Rapid Recharge
A charge-economy Spirit piece for kits that scale sharply when their repeatable tools cycle back online faster.
Rescue Beam
A high-value support active for saving an overextended ally or dragging a carry out of what should have been a lethal catch.
Sharpshooter
A mid-tier marksman item for heroes that want deliberate, accurate gun damage rather than spray-based brawling. It becomes more valuable in lobbies where you can hold long sightlines and punish exposed targets before they collapse onto you.
Silence Wave
A broad anti-caster active that creates a punish window against teams relying on layered spell casts to stabilize or counter-engage.
Siphon Bullets
A weapon-facing sustain and attrition tool that rewards heroes who can keep bullets flowing into the same target for a long time.
Spellbreaker
A practical anti-caster durability choice for teams that are losing too much space to repeated magical poke or burst rotations.
Spirit Rend
A hybrid bridge item for weapon heroes that want their bullet pressure to also improve how well the team converts spell damage.
Spirit Resilience
A spell-defense durability piece for lobbies where repeated magic pressure is stripping your health before weapon fights even begin.
Spirit Snatch
A tempo-swinging Spirit option that turns successful contact into a bigger personal lead and a weaker target on the other side.
Stamina Mastery
A movement-intensive pickup for heroes whose real survivability and target access both come from having more stamina to spend.
Superior Cooldown
A cooldown-centered Spirit item for heroes whose value comes from getting real abilities back sooner and more often. It is less about flashy one-cast damage and more about increasing the number of meaningful rotations you can take.
Superior Duration
A specialist scaling item for control, summon, and lingering-effect heroes that win more from longer uptime than from raw power.
Surge of Power
A meaningful midgame Spirit spike for heroes whose win condition is landing one high-impact cast sequence at the right moment. It helps transform good setup and target access into a real kill window rather than just chip damage.
Tankbuster
A focused Spirit answer for matches where high-health frontliners are absorbing too much of your team's damage budget.
Tesla Bullets
A spread-pressure weapon item that helps carries add splash value in clustered fights and wave states without fully changing their build path.
Torment Pulse
A close-range Spirit pressure item that keeps dealing value while you stay near enemies, making it ideal for frontliners and dive heroes who brawl inside the fight.
Toxic Bullets
A damage-over-time weapon pickup that adds attrition and anti-heal style pressure to every successful firing window.
Trophy Collector
A momentum-oriented item for players and heroes that expect to stay ahead and turn successful picks into even more combat value.
Veil Walker
A mobility-and-timing tool for heroes that like flanks, resets, and entering fights from angles the enemy is not ready for.
Warp Stone
A flexible reposition active that can function as engage, escape, or angle-reset depending on which hero and fight state you pair it with.
Weighted Shots
A heavier-hit weapon upgrade for players who prefer meaningful impactful shots over pure firing-speed style output.
Ballistic Enchantment
Ballistic Enchantment was a legacy bridge item between spell contact and weapon follow-up. You imbued an ability with more range, then converted unique hero hits from that ability into temporary weapon damage stacks. The item rewarded heroes who could open fights with reliable spell contact and immediately cash those stacks into ranged pressure, rather than heroes who only wanted raw spell amplification.
Arctic Blast
A premium control active that lets Spirit builds create a brutal slow-and-catch moment against grouped or overextended enemies.
Armor Piercing Rounds
A late-game anti-frontline gun capstone for shredding durable targets that standard weapon pressure is no longer killing fast enough.
Boundless Spirit
A premium late-game Spirit capstone for builds that scale hardest with raw spell impact and stronger cast windows. This is usually a closer item once your kit already functions and you want every rotation to hit a higher ceiling.
Capacitor
A burst-oriented active weapon item that adds a charged payoff to the next attack sequence and rewards planned target access.
Celestial Blessing
Celestial Blessing was a legacy support-oriented climax item. Its defining value was not lane stats but a map-wide replenishment effect: a powerful cleanse plus a large burst of healing, stamina recovery, and movement speed. It was the kind of button you saved for the fight that mattered most, especially when your team needed one global reset to survive enemy engage layering.
Cheat Death
A late-game survival insurance active for heroes that must live through one lethal burst window to keep their win condition online.
Colossus
A full-commit frontline active that turns one engage window into a much harder body for the enemy team to move or burst through.
Crippling Headshot
A top-end precision item for aim-dominant carries that want headshots to cripple a target, not just damage them.
Crushing Fists
A melee-centered weapon finisher for heroes whose real threat comes from finally reaching contact and smashing through resistance.
Cursed Relic
A hard anti-carry Spirit active that strips a target's options and makes one enemy dramatically easier to collapse on. It is strongest when shutting down a fed core matters more than maximizing your own damage.
Diviner's Kevlar
A premium anti-spell durability item for games where enemy magic damage is too threatening to ignore in late fights.
Echo Shard
A late-game utility spike for heroes whose strongest ability rotation is worth repeating immediately. It shines on kits where one extra cast can decide the whole fight.
Escalating Exposure
A scaling Spirit damage item that rewards repeated spell contact and makes longer combo windows snowball harder against the same target.
Ethereal Shift
A powerful self-save and timing reset active for heroes that need to dodge a lethal punish and re-enter the fight on their own terms.
Focus Lens
A late-game Spirit amplifier for builds that want one key spell to hit noticeably harder and punish cleaner target access.
Frenzy
A full-commit late-game weapon item for carries that want one overwhelming damage window and trust their positioning enough to use it.
Glass Cannon
A high-risk late-game damage capstone for players who are willing to trade safety for the biggest possible weapon ceiling.
Healing Tempo
A capstone sustain item that rewards teams and heroes able to keep chaining recovery windows through extended late-game engagements.
Indomitable
A late-game anti-control vitality item that automatically breaks the next major disabling effect and turns that cleanse into a defensive swing. It is best when enemy fights are built around one crucial stun, silence, chain, or sleep preventing you from playing the game.
Infuser
A heavy-value late-game vitality piece for builds that want durability plus a stronger all-around stat injection into each fight.
Inhibitor
A late-game anti-carry and anti-tempo tool that weakens key enemies enough for your team to reclaim space and control.
Lightning Scroll
A high-impact active for adding explosive burst and area pressure to coordinated teamfights or fast catch sequences.
Lucky Shot
A premium weapon finisher that adds swingy high-end payoff to repeated shots and can make extended firing sequences terrifying.
Magic Carpet
A macro-heavy mobility active that turns slow heroes into much more surprising roamers, flankers, and fight-starters.
Mercurial Magnum
A capstone hybrid threat item for heroes that alternate between spell setup and a decisive finishing shot or burst follow-up.
Mystic Reverb
An imprint-style Spirit enhancer that turns one key ability into a stronger catch and splash-damage moment. It is excellent when your build revolves around landing a signature spell cleanly.
Nullification Burst
Nullification Burst was a legacy answer to high-value buff windows. Instead of winning through raw DPS, it broke the enemy's setup by removing positive effects and denying stamina use and healing for several seconds. It was especially valuable into snowball carries or supports relying on layered protection, because one good cast could flatten an otherwise impossible fight shape.
Phantom Strike
A high-impact engage tool for heroes that need instant target access and one clean burst of contact before the enemy can peel away.
Refresher
A game-swinging active for heroes whose best ult or ability sequence is strong enough that casting it twice can end the entire fight.
Ricochet
A premium late-game weapon item that spreads your bullet pressure across multiple enemies and punishes teams for clumping around one frontline target.
Scourge
A punishing late-game Spirit active that helps turn one target pick or clustered fight into a much harsher collapse window.
Shadow Strike
Shadow Strike was a legacy ambush item built around initiative and target isolation. Spending stamina triggered invisibility, and the first melee from stealth converted that access into resistance theft plus a damaging follow-up. It rewarded players who could plan entry paths and disengage routes ahead of time, because its real value came from choosing the correct target layer rather than simply pressing it on cooldown.
Shadow Weave
A stealth-and-burst active for heroes that win by entering from darkness, taking one victim apart, and forcing panic.
Silencer
A late-game anti-caster weapon option for shutting down spell-reliant targets while still scaling as a real DPS purchase.
Spellslinger
A top-end hybrid item for heroes that constantly alternate between gunfire and spell casts and want both sides of the loop to feed each other.
Spirit Burn
A sustained Spirit DPS item that adds burn pressure after spell hits, helping casters and poke heroes keep health bars falling even after the first cast lands.
Spiritual Overflow
A capstone hybrid scaling item for builds that want weapon pressure to ride on top of an already high Spirit-powered threat profile.
Transcendent Cooldown
An extreme cooldown capstone for heroes whose entire late-game value comes from cycling major abilities as often as possible.
Unstable Concoction
Unstable Concoction was a dramatic legacy endgame commit item. Activating it turned you into a temporary siege missile: you gained speed, survivability, and huge offensive stats, then detonated after a short duration, stunning nearby enemies and dealing max-health-based damage. The item only made sense when trading your own body could decide the fight, so it belonged to coordinated engages, last-ditch initiations, and high-confidence collapse windows.
Unstoppable
A late-game commitment tool for heroes that must keep moving through crowd control and layered disruption. It is strongest when one uninterrupted engage window is the difference between securing a kill and completely losing tempo.
Vampiric Burst
An all-in sustain active for bruisers and carries that want one huge combat window where damage dealt immediately keeps them alive.
Vortex Web
A powerful zone-denial control piece for trapping space, limiting escapes, and forcing enemies to fight in a bad area.
Witchmail
A specialist anti-spell countermeasure for punishing enemy casters and making repeated magical focus much less efficient.
Cloak of Opportunity
Cloak of Opportunity was a legacy utility-oriented capstone that turned one successful disengage or flank reset into a second play window. Instead of offering raw stat violence, it gave you hidden approach potential, extra movement speed, and stronger item cooldown flow, which made it especially valuable on heroes that chained multiple actives together. It was less about brute force and more about winning the timing war around when you re-entered the fight.
Infinite Rounds
Infinite Rounds was a legacy legendary weapon finisher for heroes that could hold their crosshair on one target and keep firing through the entire chase. Its value was not just bigger gun stats, but the way repeated bullets opened a no-ammo-consumption sequence and eventually threatened a disarm if you maintained contact. That made it ideal for marksmen and tracking-heavy carries who wanted one prolonged firing window to completely break an opponent's ability to fight back.
Mystical Piano
Mystical Piano was a legacy legendary control item whose threat came from warping an entire fight around one active cast. Enemies caught inside its area were transformed into suspended musical notes, effectively giving your team a clean follow-up window and forcing clustered fights to stop on the spot. It was the kind of purchase you made when one decisive crowd-control button could matter more than another layer of raw damage.
Prism Blast
Prism Blast was a legacy capstone spirit item built around temporary invulnerability and area denial. Activating it put you into a void state where you could not be targeted or damaged, while rotating lasers shredded nearby enemies for the full duration. It was less about clean duels and more about collapsing cramped fights, surviving through otherwise lethal focus, and forcing space with unavoidable zone pressure.
Seraphim Wings
Seraphim Wings was a legacy aerial-play capstone that turned vertical movement into a real combat advantage. Instead of just giving survivability, it expanded how long you could stay above the fight and how much value you got while airborne. That made it ideal for heroes who abused elevation, repositioned through the air, or threatened from unexpected vertical angles rather than walking straight through the front door.
Shrink Ray
Shrink Ray was a legacy legendary anti-carry tool designed to make one target instantly easier to manage. Rather than deleting someone outright, it reduced their presence by shrinking them, softening their threat, and giving the user better odds of winning the chase or duel that followed. It fit compositions that cared about neutralizing one fed enemy and converting that control into a clean collapse.
07-01-2026
Shiv received mixed tuning with buffs in some areas and nerfs in others, slightly reshaping his power curve.
06-30-2026
The Urn system was reworked into Unstable Rift, changing delivery rules, Rift Troopers, comeback rewards, Boon rewards, respawn timers, bounty flow, and sprint-jump movement.
06-11-2026
Urn delivery time was reduced from 75 seconds to 60 seconds.
06-04-2026
The Urn system was reworked, including delivery and possession rules.
05-31-2026
Apollo saw a major rework to Disengaging Sigil, including directional input control and fully replaced T1, T2, and T3 upgrades.
05-28-2026
The Urn no longer grants a 35% bullet and Spirit resistance aura while being carried or dropped.
05-25-2026
Multiple heroes received balance adjustments.
05-22-2026
All heroes lost 10 base health.
04-30-2026
Base health gained per Boon was reduced by 7 from its previous value.
04-10-2026
Players can now parry while sprinting, matching air-dash parry behavior.
03-31-2026
Bebop base health regeneration increased from 1.5 to 2.5.
03-21-2026
The Vitality investment tree returned from flat health bonuses to scaling off base-health percentage, restoring the pre-December behavior.
03-06-2026
Players can now jump during slides.
01-30-2026
Hero bans were added to Standard mode and Street Brawl.
12-29-2025
Bebop stamina increased from 2 to 3, stamina-recovery cooldown rose from 4.55s to 6s, health gained per Boon increased from +46 to +52, and Sticky Bomb T2 was adjusted.
12-16-2025
The 10% movement slow after taking damage was changed so that only damage exceeding a hero's maximum health applies a 20% slow.
New Player Guide
Learn the map rhythm, role expectations, and what to prioritize in your first matches.
Best Beginner Heroes
Start with heroes that teach positioning, tempo, and teamfight responsibility cleanly.
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