Summons and turrets
“Their pets and turrets do the work.”
Start with
Monster Rounds
Monster Rounds +25% Weapon Damage vs. NPCs +1 Out of Combat Regen +25% Bullet Resist vs. NPCs — the cheapest answer, at 800 souls . 6 more below, by tier.
Items that answer this
7 itemsTier 1 800 souls each
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Monster Rounds
Monster Rounds +25% Weapon Damage vs. NPCs +1 Out of Combat Regen +25% Bullet Resist vs. NPCs Buy when you need to clear Haunt camps Haunts Lanes and Districts across the map Haunts replace the old neutral camps. They are not a reskin: each type behaves differently, and the health bar now shows a camp's soul value and how hard it is, so you can decide whether a camp is worth your time before you start shooting. Three eye colours mark the tier — teal for tier I, yellow for tier II, red for tier III. Souls 4168181 souls tier I / II / III a creep +0.44 / +0.73 / +1.95 a minute and waves quickly.
Tier 2 1,600 souls each
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Split Shot
Split Shot +27s Cooldown +5 Weapon Multishot +12s Bonus Duration +8% Weapon Damage per Stack +5 Max Stacks Buy when enemies fight bunched together, or for faster wave clear.
Tier 3 3,200 souls each
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Alchemical Fire
Alchemical Fire +30s Cooldown +5s Duration +0.2s Cast Delay +10 Spirit Power Buy for zone denial, or to punish enemies who must hold a choke. -
Tesla Bullets
Tesla Bullets +0.2s Max Frequency +15% Proc Chance +4 Max Jumps Buy when fights are clumped or you need faster wave and camp clear on a gun hero. -
Torment Pulse
Torment Pulse +1.4s Cooldown +100 Bonus Health +22% Melee Resist Buy on frontliners for free damage in brawls and to chip minions; the constant pulse can also help flush out an enemy hiding nearby.
Tier 4 6,400 souls each
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Lightning Scroll
Lightning Scroll +2s Duration +64% Move Speed +50 Bonus Health +0.75s Stun Duration +3s Delay Before Effect +24% Move Speed -12% Dash Distance Buy on heroes whose ultimate hits several enemies, best with Spirit Power behind it. -
Ricochet
Ricochet +65% Ricochet Damage +18% Fire Rate Buy on a gun carry in a team-fight-heavy game or when you need to dominate wave clear.
Hover an item's name for its exact numbers, or open it for the full write-up.
Heroes who cause this
4 heroesIf you are up against one of these, expect to need an item from the list above. Pick a hero for everything else about beating them.
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Graves
Graves Map pressure while away from the fight via Borrowed Decree Ghouls marching at objectives Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing low (1/3) -
McGinnis
McGinnis Defines zone control: Spectral Wall plus Heavy Barrage can make an entire lane or objective unenterable. Durability high (2/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) -
Rem
Rem Tag Along's healing scales with how badly the ally is losing the fight Durability none (0/3) Burst none (0/3) Mobility low (1/3) Healing very high (3/3) -
Sinclair
Sinclair Long effective weapon range (60m falloff end) combined with a steerable skillshot Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing none (0/3)
Get this answered for your actual game
Which of these is worth a slot depends on how many of the six enemies really press this. The tool works that out from the lineup.
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