
You can max out this spell before Fortune`s End if the enemy team has a ton of magic damage, and the extra duration on the spell helps defend against it. You can also max it out if the enemy team has a snowballing right click hero who you can disarm for a lengthy duration.
Starting
A consumable for sustained HP regen in the laning stage. Helps you trade your HP with enemy heroes and heal back up without having to go to fountain. Provides double HP regen when eating a tree planted using an Iron Branch.
A consumable to do damage and slow enemy heroes for a small cost of your HP. Especially useful to chase and finish off enemy heroes.
Start with it if you expect a high frequency of spells from enemy heroes on the lane.
A consumable for a burst of mana. Helps you cast spells on heroes and creeps and get your mana back without having to go to fountain.
The most cost efficient stats item in Dota 2. Useful in the laning stage to have an HP, mana, and damage advantage against enemy heroes. Can be used together with a Tango for double HP regen.
An item that lets you see enemy wards and invisible heroes in its AoE. In the laning stage, it helps you block and unblock pull camps.
Early Game
A core item to increase your movement speed to get in position to heal and save your allies with your defensive toolkit. Builds into Arcane Boots later in the game.
An aura item that provides mana regen for yourself and your team. Builds into Arcane Boots or Vladmir's Offering later in the game.
Start with Magic Stick if you expect high frequency of spells from enemy heroes on the lane.
An early to mid game item to defend against bursts of magical damage. Also provides some useful mana regeneration.
Mid Game
A core Boots of Speed upgrade to have some much needed mana sustain as your impact is highly reliant on your current mana pool. Can be upgraded to Guardian Greaves later in the game.
A core item to increase the cast range on all your spells and items. Especially useful to save with False Promise and heal allies from a distance. Can be upgraded to Ethereal Blade later in the game.
Glimmer Cape will be your main defensive item in addition to having a defensive skillset as it lets you become invisible and get close to your allies to use your spells. You can also use it on allies that are affected by False Promise to increase their survivability.
A core mobility item that lets you stay back in teamfights and go in later with your healing and save spells to avoid getting bursted at the start.
A core item that gives you another healing and damage tool in an area. Works well against high HP regen on enemy heroes to reduce their tankiness and burst them down quickly.
Late Game
A core mobility item to push yourself or one of your allies away from trouble, or close the gap on enemies. Lets you move closer to an ally to heal and save them with all your spells.
An incredible upgrade for False Promise to give yourself or your ally better chances of survival. Also improves the physical and spell damage output of the False Promise target.
A defensive item to avoid getting bursted and reliably use False Promise every time to save yourself or an allied hero.
A core item that maintains your save potential on the map more often by reducing the cooldown of all your spells and items.
Situational
A situational item to improve the healing output of Purifying Flames and have a secondary burst of heal for your cores with Magic Wand charges.
An early to mid game item to buff one of your cores against physical damage while boosting their attack speed and mobility. Can also be cast on yourself to gain a physical damage barrier.
Eul’s Scepter on Oracle helps with self-defense by Cycloning yourself when in danger, setting up Fortune’s End roots, or interrupting enemy abilities and channels.
An upgrade for Tranquil Boots to improve your impact in teamfights with movement speed and attack speed auras. The Endurance active makes your team unslowable for a while to chase or run away from enemy heroes.
An aura item that improves your impact in teamfights by buffing your whole team with armor and sustain. Also lets you dispel yourself on cast.
A powerful defensive tool to reflect single target spells. Also provides a dispel on cast and makes you tanky with armor.