No hard build order. Make a choice of Splatter or Puddle Punch first based off what would feel better in your matchup. Get the other one asap.
Don't overlook getting The Cube second if you + your teammate need sustain and survival from a difficult matchup.
Key ability levels by priority
Puddle Punch 1 point: damage, healing, crowd control, and movement opportunities are doubled
Splatter 2 point: increase in damage and easier to hit, becomes a scary poking and dueling tool
Splatter 5 point: high damage + enables fast clearing of neutral farm. Scary for team fighting
Goo Ball 2 point: damage becomes difficult to ignore. Getting 2 or even just 1 hit creates solid combo starter or continuation
Goo Ball 5 point: enables more effective team fight disruption and mobility
All of these items help in securing souls and keeping sustain long enough for Fortitude to come online. Order of early game items does not matter - get what makes sense when you have time at shop. Build with a short-term mentality with this priority in mind. If you are successful in one priority, build items for the next priority: Survival>Farming>Poking>Ganking. Don't dive enemy, but if they push, you should be strong enough to kill or get out.
Your melee attacks heal you for 20% of the Melee Damage dealt plus 90. This heal is 40% effective vs non-heroes.
When you perform a Light or Heavy Melee attack against a hero, deal Extra Spirit Damage with the attack and reduce the target's Spirit Resist
x Spirit Damage (adjusted by Spirit Power)
-12% Spirit Resist
8s Duration
Abilities deal bonus Spirit Damage if they deal 80 damage or more in a single hit.
35 Bonus Damage
Grant Regen and Sprint Speed to the target. Gets dispelled if you take damage from enemy players or objectives. Can be self-cast.
370 Total Health Regen
+2m/s Sprint Speed
17s Regen Duration
30m Cast Range
Fortitude and Enduring Speed are sustain and mobility foundation. Every other item is dependent on what the team needs. Improved armors are also not really negotiable unless opposing team has near zero bullet or spirit damage. Sell Melee Lifesteal when needed.
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.)
Reduces the effects of enemy Movement Slow
+40% Movement Slow Resist
Actives that shut down key enemy opponents are how you make big impact in late game. Order of these items is not strict.
Curses an enemy - interrupting, Siliencing, Disarming, and preventing item usage.
3.25s Status Duration
20m Cast Range
Target is knocked down and Stunned after a 2s delay, interrupting and temporarily preventing them from taking any action.
0.9s Stun Duration
45m Cast Range
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
Supress negative status effects and become Immune to Stun, Silence, Sleep, Root, and Disarm.
6s Duration
Your bullets will ricochet on enemies near your target, applying any bullet procs and dealing percentage of the original damage.
50% Ricochet Damage
2 Ricochet Targets
14m Ricochet Range
Landing a headshot deals bonus damage, heals you for a portion of your Max HP, and briefly grants you bonus move speed.
+140 Bonus Head Shot Damage
8% Heal per Headshot
+2 m/s
3s Duration
Restorative shot/Healing Rite if heavy lane pressure, build into Rescue Beam. Other items are simply items that could be useful. Use discretion based off the game.
Heals a target allied hero and yourself for a percentage of Max Health. Once while healing, you can Pull the target towards you. Can be self-cast.
30% Heal Amount
2.5s Channel Duration
45m Cast Range
Abilities deal bonus Spirit Damage if they deal 125 damage or more in a single hit.
Targets are immune to the effects of Improved Burst for 5s after taking damage from it.
+10% Max Health Bonus Damage (Conditional)
Teleport to an enemy target, applying Disarm, Slow, and dealing damage.
3s Disarm & Slow Duration
50% Movement Slow (Conditional)
150 Damage
25m Cast Range
Throw a flash that explodes on contact, creating an area that does increasing Spirit Damage per second and causes enemies to recieve additional Weapon Damage from your team. Deals 40% less DPS vs non-heroes
45 DPS
+50% Weapon Damage (Conditional)
95 Max DPS
10 Radius
5s Duration
Teleport straight ahead, gaining Bullet Resist.
13m Teleport Range
+40% Bullet Resist (Conditional)
5s Buff Duration
Deals Spirit Damage and Slows targets movement and dashes. Also Silences their movement-based items and abilities. Does not affect target's stamina usage.
70 + (0.59 * Spirit Power) Spirit Damage
30% Movement Slow
25m Cast Range
3s Duration
For the next 4s, all your bullets immediately apply Silence. Silence prevents targets from using abilities.
2s Debuff Duration