
Illuminate is your tool for farming, pushing and defending lanes. You can also use it to flash-farm in the jungle (especially stacked camps).
During fights, be careful with your positioning and stay in the back, you are a fragile hero.
Keep in mind during Spirit Form youre not casting yourself the ability so you can move freely and even press the illuminate button again to release the projectile.

Use Chakra Magic on yourself or your allies. Max Chakra Magic out first to compensate for the Illuminate cost. Use it on your allies as often as possible so they can spam their skills.
Chakra Magic can now be cast on enemies, placing a debuff that drains 4/4.5/5/5.5%% of current mana per 100 units moved. Lasts 5 seconds.

During Spirit Form illuminate doesnt require casting from your hero anymore.
You get Both Blinding Light and Recall while youre in Spirit Form.

Use it when the enemy focuses you and wants to go on you.
Very good against physical damage heroes.

Use it in the middle of the teamfight. Make sure you tell your team to protect it since it can win you the fight easily.
Early Game
Sustains your HP through pushing lanes/defense.
Core Items
Now gains Will-O-Wisp, however instead of a stun on flicker, it applies a movement manipulation that pulls units inwards at a rate of 60 units per second but does not prevent attacking/casting.
Force Staff is an item that you can use on any ally or foe in the game. A great item to reposition heroes which gives you kiting capabilities or the ability to close gaps. Can be used to initiate or disengage.
Allows you to call targets from across the fight. Instantly uses chakra magic on yourself and the recalled allied hero.
Scythe of Vyse is the strongest disable overall, a perfect item for focusing specific targets.
Situational Items
A defensive item for yourself or your team. Use it on whoever the enemies are focusing.
Can be used either as initiation or escape (remove debuffs or dodge projectiles/spells). Gives movespeed and mana regen to sustain your abilities as well.
Good against physical damage heroes as a defensive item.
Reduces the cooldown of all your skills and items by 25%.
Double Will-O-Wisp is insanely strong during teamfights.
Situational defensive item which is perfect against single target abilities from the enemy.
The hero lacks mobility and this item will fix that problem. Use it to push lanes while you safely move around in trees and Fog of War.
You can upgrade your drums when you're out of charges.
Good early game item which allows you to have a utility tempo presence.
Other Items
Gives you the ability to split-push and rotate easier around the map.