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EARLY GAME First we buy Extra Charge our main way of damage is to keep throwing daggers. Then we buy Extra Regen and Extra Health to sustain in the lane And lastly we round out our damage with both Close Quarters and Restorative Shot.
Any time you secure or deny a Soul you get ammo back and gain stacking Spirit Power
2 Ammo Per Soul
2 Spirit Power Per Soul
35s Spirit Power Duration
12 Max Stacks
Your next bullet will heal you based on what target you hit.
30 Healing from Heroes
10 Healing from NPCs
Reduces healing received of targeted enemy and inflicts damage over time of their current health. Decay's damage is non-lethal.
-50% Healing Reduction
3.1%/sec Bleed Damage
15m + (0.20 * SpiritPower) Cast Range
10s Duration
Mid Game Decay is your primary way to charge the Rage meter and the strongest damage-over-time effect you can afford in the early-mid game. You can improve your Serrated Knives with Mystic Vulnerability and Duration Extender. Slowing Bullets and Mystic Shot both give some extra spirit and the damage needed to get through the mid game. Spirit Lifesteal and Spirit Armor help with your tankiness
When the target takes Spirit Damage, they have their Spirit Resist reduced.
-12% Spirit Resist
6s Duration
Your next bullet deals bonus Spirit Damage.
+65 Spirit Damage
Your bullets apply Movement Slow.
+25% Movement Slow (Conditional)
1.3s Slow Duration
Silencer Component
Reduces the effects of enemy Movement Slow
+40% Movement Slow Resist
Automatically fire a bullet towards any attacker who damages you with their abilities or weapon.
70% Bullet Damage Returned
30% Spirit Damage Returned
7s Duration
Late Game Toxic Bullets has really good synergy with our playstyle. Superior Duration, Rapid Recharge, and Superior Cooldown add another burst of improvement. Soul Shredder Bullets both help us sustain and amplify our damage from the daggers, Decay and our Slice and Dice.
Dealing Spirit Damage applies a stacking Spirit Amp that increases your Spirit Damage to the target.
+6% Spirit Amp per Stack
15s Duration
0.7s Max Frequency per Target
Your bullets build up a Bleed on enemies, causing them to lose a percentage of their current health over time. Also applies Healing Reduction on the bleeding target.
5%/sec Bleed Damage
-65% Healing Reduction
3s Duration
10.3% Buildup Per Shot
Your bullets apply a debuff that amplifies your Spirit Damage against the target and grants you Spirit Lifesteal against them.
10% Spirit Amp (Conditional)
+20% Spirit Lifesteal (Conditional)
6s Debuff Duration
Luxury and Situational Items Warp Stone, Superior Stamina, and Enduring Speed are good optional movement tools to help maneuver through fights. Leech, Improved Bullet Armor, and Improved Spirit Armor are the best ways to improve our tankiness. Magic Carpet gives a new solid way to kite and keeps us in the fight. Escalating Exposure is now our best offensive Tier 4 item, as it gives us the most damage. Start the exposure with Decay and Serrated Knives and then Slice a
After not taking damage for 11s, gain 4% Max Health Regen.
When you are above 75% health, you have bonus Weapon Damage and Movement Speed.
+25% Weapon Damage (Con.)
+2m/s Move speed (Con.)
Gain Bullet and Spirit Resist, and slow the movement and dash speed of enemies nearby. Your model size grows by 20%.
+40% Bullet Resist (Conditional)
+40% Spirit Resist (Conditional)
35% Movement Slow (Conditional)
10m Radius
7s Duration
Increases the number of Air Dashes and Air Jumps that can be performed before landing from 1 to 2
Reduces the duration of all negative effects applied to you.
30% Debuff Resist
Summon a Magic Carpet that will fly you away and gain Bullet and Spirit Shields. Cannot use abilities while the carpet is being summoned. While flying you are immune to slows and doing any action will dismiss the carpet.
+400 Bullet & Spirit Shield Health
7.7s Duration
1.3s Summon Duration
+6m/s Bonus Fly Speed
17.6s Shield Duration
Imbue an ability to apply slow in a radius around the target and deal an additional percentage of the damage dealt to enemies around the target after a short delay.
+40% Damage (Conditional)
+50% Movement Slow (Conditional)
16m Radius
3s Delay Duration