
Build
The minefield control. Stockpiled spots are the multiplier: charges every 6s (unaffected by CDR - stockpile pre-fight, never fight empty) while Shockwave spins fast: Magic Boots 10 + Truncheon 10 + Talisman 15 + Mage 5 + Inspire 5 = 45% at the Talisman-extended cap: Shockwave every 2.2s, Shoes every 24.75s. Enchanted Talisman (75 MP, 300 HP, 15% CDR, 15% mana per 10s, +5% CDR cap): the spam fuel (its cap extension is what makes 40% possible). Ice Queen Wand: the 30% glue plus the 80% spot-slow - the field nobody crosses. Impure Rage: detonations re-apply the 4% max-HP burn across the minefield (plus 2% mana per proc offsetting the spam) - the percent-line on every diver. Truncheon plus Genius plus Crystal core kept: echo, shred, amp. 6th slot Holy Crystal: the amp the minefield cashes in - density, burns, detonations.

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.

Ice Queen Wand
60 Magic Power · 300 HP · 7 Movement Speed · 10 Spell Vamp
2040 GOLD
Magic
Ice Bound
When a skill deals damage to an enemy hero, it will also slow them by 10% for 2 seconds (stacks up to 3 times). This effect has a 0.4 second cooldown.

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.

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).
Counter Builds
Vs Lylia: her Shadow Energy spots are TELEGRAPHED (1s CD, 6s charges): walk around the dark marks - they detonate only on Gloom devour. Her burst needs farmed upgrades (5 devours): punish her BEFORE the count climbs - the unfed Gloom hits soft. Black Shoes (45s) rewinds 4s plus 10% max HP: force it out, then commit on the cooldown - never burst into the fresh rewind. Her Shockwave (4s) is the detonator: track Gloom's position, not hers. She is 82/78/58 - the early monster fading late; Mathilda-type mobile sustain is her wall (dives plus out-heals the field); slow frontlines she mines are her food - end before her 58-late matters.
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.
