
Build
The layered-slow control. The slows are the multiplier: Star Trail 20%, Meteor's stacking slow, Ice Queen Wand's Ice Bound (10% per skill-hit to 3 stacks, 0.4s internal CD), Echo's 50%: layered zones nobody walks out of - and the Ringed (2.5x hitbox) eat the full Meteor plus Shatter. Enchanted Talisman (75 MP, 300 HP, 15% CDR, 15% mana per 10s): the cast fuel. Magic Boots 10 + Talisman 15 + Truncheon 10 + Mage 5 + Inspire 5 = 45% at the Talisman cap: Meteor every 4.4s, Recall every 11s. Temporal Reign: ON CASTING the Echo, her Meteor and Recall recover 1.5x for 4s (plus 2s on kill/assist) - the Ringed window with double zones. Truncheon plus Crystal core kept: echo and amp behind the control. Glowing Wand (60 MP, 300 HP): Scorch burns 1% max HP per second for 3s on every tick plus Lifebane's 60% sustain cut - the zone that also starves. 6th slot Glowing Wand: the burn the control leaves - slow them, shred them, starve them.

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

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%.

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.

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

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.

Glowing Wand
60 Magic Power · 300 HP · 5 Movement Speed
2050 GOLD
Magic
Scorch
Dealing Magic Damage burns the targets for 3 seconds, also dealing extra Magic Damage equal to 1% of the target's Max HP per second. | Dealing damage to the target will reduce the Shield and HP Regen effects on them to 60% of normal for 3 seconds.
Counter Builds
Vs Novaria: her Astral Meteor zone is stationary ~2s - walk OUT of the circle: the slow is the trap, the explosion is the bill. Her Recall draws then launches (Shatter scaling to 2.2x with distance): hold her landing zone, never chase the trail - the long draw is the telegraph. Her Echo (48s) Rings 2.5x hitbox plus reveal for 5s: spread on the cast cue - the Ringed eat full Meteors. Her Trail reveals plus her ticks break Camouflage: stealth picks need the long flank. She is 55/75/70 - the zone sniper; Natalia-type camo divers are her wall (ambush plus smoke); mid-range poke mages she out-ranges are her food.
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.
