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Phases come from when Kelvin's players usually buy each item (Phantom+).
Consistent, reliable damage. Great when you need to do damage, even better paired with Radiant Regen.
If the enemy team has 2+ healing heroes or several people are buying healing items, pick this up. Otherwise you can skip it.
This plus Torment Pluse is a great way to pivot into sustained damage late game. Make sure to get Transcendent Cooldown if going for this combo.
(So you don't have to find it outside of the build when going Escalating Exposure)
If you want more gun after this, Recharging Rush or Opening Rounds can be ok, though I wouldn't invest beyond gun spike.
Generic, highly applicable, low cost option for extra damage.
Can sit on Compress Cooldown if you don't find yourself needing more beams/domes (or be skipped entirely if buying flex items)
If they've itemized heavily into anti-heal and/or your team needs more sustained damage, this item will keep you relevant (remember to go T3 beam before dome if picking this up)
Kind of like Torment Pulse and Radiant Regen rolled into one slot. Gives you sustain and damage in one package, though probably worse than the combination of the other two.
Required into Pocket, since he turns off your healing. Otherwise, still a good option for hard supporting.
Buffs everything, needed on any spirit hero in the game.
Gives you extra mobility (Ice Path) and sustain (Dome).
Gets you a bigger dome and a longer beam. Sometimes you actually prefer a smaller dome, so you can occasionally skip this.
If they've got a hypercarry, especially without Unstoppable, just buy this and make their life miserable. Pairs nicely with Superior Duration.
If your gun carry (or someone else who benefits from attack speed) is beating the fuck out of everyone you can get this after you finish your early items. Otherwise its not a priority.
Becomes worth it with 3+ items benefiting from it, or if you're full slotted and have extra souls since more Healing Novas and Heroic Auras are always good.
Generally better than Plated Armor. Can go both.
Has a niche in being better against sustained damage than Metal Skin at half the price of Juggernaut and Plated Armor. Most games, I'd just get one of those two though.
Only truly exceptional at denying Haze ult and into HEAVY gun teams. Otherwise I'd spring for the 6.4k anti-armor options.
Better than Unstoppable, unless you're fighting 2-3+ giant AOE CC ults (Dynamo, Violet, Solomon, etc.)
I'm personally not a fan of this item but it is undoubtably powerful, and probably better than Spellbreaker at being a T4 spirit armor item.