
Build
The infinity engine. 45% CDR at the Talisman-extended cap (Clock 10 + LT 10 + Talisman 15 + Mage 5 + Inspire 5): the bat casts every 0.83s, and its mana cost ramps 1.5x per repeat cast to 4 stacks - so the build must out-regen the ramp: Talisman's 15% mana per 10s plus Demon Shoes' Mysticism refund on minion kills plus Overflowing's +10 per hit means the pool grows faster than the cost curve. This is the farming machine that fixes his 35-early: no enemy mid out-pushes an infinite bat. Temporal Reign: after his 44s ult, other skills recover 1.5x for 4s - the post-feast window becomes a bat barrage. Holy Crystal kept as the flat amp; Divine Glaive is 6th, not core: rotations come first, the 20% conversion answers the tank line late. 6th slot Divine Glaive: pen vs MR-stacks - the late scaler reaches everyone.

Demon Shoes
40 Movement Speed · +10 Mana, +10% mana regen
720 GOLD
Movement
Mysticism
Getting a kill or assist on an enemy Minion will restore 4% Mana. (An assist occurs when a Minion dies within 2 seconds after taking damage from the hero.)

Clock of Destiny
45 Magic Power · 400 HP · 10 Cooldown Reduction · +400 Mana
2030 GOLD
Magic
Destiny
Gains 4.5(+0.5*Hero Level) Hybrid Defense for 5 seconds when dealing Magic Damage to enemy heroes, stacking up to 6 times (can gain 1 stack every 0.4 seconds). | When HP drops below 50%, recovers 15% of HP over the next 3 seconds. When Mana drops below 50%, restores 15% of Mana over the next 3 seconds. Cooldown: 60 seconds.

Lightning Truncheon
75 Magic Power · 10 Cooldown Reduction · +400 Mana
2250 GOLD
Magic
Resonate
Every 6 seconds, the next skill echoes, dealing 255 (+85% Magic Power) extra Magic Damage to all enemies in range.

Enchanted Talisman
75 Magic Power · 300 HP · 15 Cooldown Reduction
2070 GOLD
Magic
Mana Spring
Regenerates 15% of Max Mana every 10 seconds. | Max Cooldown Reduction is increased by 5%.

Holy Crystal
165 Magic Power
3000 GOLD
Magic
Mystery
Gains 21%-35% extra Magic Power (scales with level).

Divine Glaive
60 Magic Power
1970 GOLD
Magic
Spellbreaker
When attacking an enemy, gains 0.1% extra Magic Penetration for each point of the enemy's Magic Defense, capped at 20%.
Counter Builds
Vs Cecilion: he owns the worst early curve in the game (35) - invade his blue, force fights before 8 minutes, he cannot answer. His mana pool IS his damage: early pressure that denies stacks keeps Overflowing small. Do not clump for Bats Feast - the 36 bolts split across nearby enemies, spreading halves the burn. He outscales everything by late (90): end before 15 minutes or draft Hayabusa-class gap closers that kill through his immobility.
Vs Magic

Athena's Shield
900 HP · 48 Magic Defense · +2% hp regen
2150 GOLD
Defense
Shield
Upon taking Magic Damage from enemy hero skills or Basic Attacks, reduces Magic Damage taken by 25% for 3 seconds (including the damage that triggers the effect)s. Regains this effect 5 seconds after leaving combat.

Radiant Armor
950 HP · 40 Magic Defense · +12% hp regen
1880 GOLD
Defense
Holy Blessing
Taking Magic Damage grants 5(+1*Hero Level) Magic Defense for 5 seconds, up to 6 stacks (can only gain 1 stack(s) every 0.4 seconds).

Immortality
850 HP · 15 Physical Defense
2120 GOLD
Defense
Immortal
Resurrect 2.5 seconds upon death and gets 16% Max HP and a shield that can absorb 150(+70*Hero Level)damage. Shield lasts 3 seconds. This effect has a 210 seconds cooldown.
Vs Physical

Antique Cuirass
920 HP · 40 Physical Defense · +4% hp regen
2170 GOLD
Defense
Deter
When hit by a skill, reduces the attacker's Physical Damage by 6% for 2 seconds (this effect stacks up to 3 times).

Dominance Ice
40 Physical Defense · 40 Magic Defense · 5 Movement Speed
2010 GOLD
Defense
Fortress Shield
For each enemy hero within 3.5 units, Hybrid Defense is increased by 8, up to 40. | Reduces the Shield and HP Regen effects of enemies within 3.5 units to 60% of normal.

Blade Armor
80 Physical Defense
1910 GOLD
Defense
Bladed Armor
When struck by a Basic Attack, deals Physical Damage equal to 30 (+2% Total Physical Defense)% of the incoming damage (calculated before Damage Reduction) to the attacker and slows them by 15% for 1 second.
