
Build
The mystic-field control. Mystic Field (13s) is the multiplier: a 5s barrier that damages and slows 50% on contact, expanding into a lockdown field when his other skills touch it - the blockade IS his zone control. Ice Queen Wand's Ice Bound (10% slow per skill hit to 3 stacks) piles onto barrier contacts and bullet passes - the slowed enemy eats the full extended snipe. Enchanted Talisman: 15% CDR plus mana - at this build's 45% CDR the bullet fires every 3.6s, the field every 7.2s, the beam every 30.8s, the blockade barely lapses. Temporal Reign: after Dawning Light, skills recover 1.5x for 4s - the post-beam bullet-and-field chain inside the Transcendence window. Magic Boots toward the 45 cap. Holy Crystal kept as the flat amp; Divine Glaive 6th for the wall. 6th slot Divine Glaive: 20% conversion - the controller still kills tanks.

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.

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 Xavier: his bullet EXTENDS per hit - do not stand in the bullet's path, break the chain by spreading (the extension dies on the first miss). Mystic Field (13s, 5s barrier) is the blockade: walk around, not through, the 50% slow is the trap. Dawning Light (56s) is the cross-map beam: telegraphed - step out of line the moment the animation starts. He is 45/75/85 - the late sniper-mage; Marcel-type facehuggers are his wall, slow melee drafts (Belerick-style) are his 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.
