Build theory: power spikes, counter-buys and selling
How to plan a build, read the enemy’s, and know when to sell.
Updated · Patch Nov 4, 2026
Build around a spike
Every good build has a moment it comes online: the first Tier III, the item that completes a combo, the defensive piece that lets you survive a dive. Plan backwards from that moment and buy the components on the way.
Our Builds tab shows the most-picked items per phase with their win rates and average buy time. If you finish your spike item well after that time, you’re behind.
Investment bonuses
Spending souls in one category grants an extra bonus in that stat: weapon damage for Weapon, health for Vitality, Spirit Power for Spirit. Pure builds get the most out of it, but almost every hero mixes in Vitality for survival.
Counter-buying
Look at what the enemy is doing to you, not what they’re buying. If one hero keeps winning fights with healing, buy anti-heal. If you die before you can act, buy Debuff Reducer or a shield item. If a gunner is shredding your team, Bullet Resilience on your frontline is worth more than one more damage item.
- Check the scoreboard each time you shop.
- One counter-item early beats two late.
Actives
Active items take a hotkey and win fights on timing. Most heroes want at least one: an escape, a lockdown or a cleanse. Bind them somewhere you can press without looking.
Selling
Your item slots are limited. Late in the game, sell cheap early items to make room for Tier IV pieces. Selling refunds part of the cost, so sell only when the replacement is ready to buy.