
Build
The combo engine. Cooldown is the multiplier: his burst identity is the FULL reset combo, so CDR buys entire extra combos per fight. Magic Boots 10 + Truncheon 10 + Mage 5 + Inspire 5 + Talisman 15 = 45% against the 45% cap (Talisman raises it): Spike and Slaughter every 4.95s, Incandescence every 13.2s - the one-combo assassin becomes a two-combo one. Enchanted Talisman (75 MP, 300 HP, 15% CDR, 15% mana per 10s): the fuel bank for the weave (swapping 15 MP boots for 10% CDR is the whole difference). Impure Rage over Lethal: his dagger volume re-applies the 4% max-HP burn across every volley - the anti-bruiser role for fights where the jungler must also threaten the frontline. Genius plus Crystal plus Glaive core kept: shred, amp, pen. Bargain Hunter pulls the 3000g Crystal spike earlier - the jungler's economy is the backbone. 6th slot Enchanted Talisman: the CDR that buys combos - more Spike-into-dagger passes per fight.

Magic Boots
150 HP · 40 Movement Speed · 10 Cooldown Reduction
720 GOLD
Movement

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.

Genius Wand
75 Magic Power · 5 Movement Speed
2000 GOLD
Magic
Magic
Dealing Magic Damage to enemy heroes will reduce their Magic Defense by 2.5+(0.5*Hero Level) for 2 seconds. Stacks up to 3 times.

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%.

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%.
Counter Builds
Vs Gusion: his combo is a script (Spike-mark, blink-behind, Slaughter-volley, recall, Incandescence reset, upgraded second half): CC him BETWEEN casts - the script dies to interruption, and the recall needs the daggers to travel. Force the Incandescence (24s) out, then he is weave-basics for the window. His Slaughter slow stacks 6% to 30%: cleanse the stack before the recall pass. His rune-basics (3% max HP plus heal, to 4 stacks) punish face-checks after every cast. He is 68/82/58 - the mid spike fading late; Chip-type mark-collapse tanks are his wall (verified: detonates stun per mark plus portal numbers); divers he out-bursts (Aamon-style) are his food - magic resist plus distance after 15 minutes.
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.
