
Use Astral Imprisonment to secure ranged creep last hits, or use it on the enemy hero to prevent them from last hitting or denying a creep. Beyond the laning stage, use this spell to save an ally or disrupt an enemy from joining a teamfight. But be careful while it`s on cooldown as you are susceptible to dying without its defensive capabilities for yourself.

Arcane Orb lets you harass the enemy hero without drawing creep aggro by casting it manually instead of attacking with auto-cast. Use this spell to secure last hits or harass enemy hero off cooldown. The damage in teamfights comes from Arcane Orb and Black King Bar blocks your damage; so back off and wait it out. Damage comes from your mana pool, which means more intelligence and mana pool items will help your right click damage as well as your ultimate. Works on Roshan.

Use this spell to absorb damage from enemy heroes. Works against both right clicks and spells. In the laning stage, it lets you stay healthy while you trade with the enemy hero. Beyond the laning stage, with higher levels, it`s your main defensive tool to stay alive while you use Astral Imprisonment aggressively on enemy heroes.

Set up multiple Astral Imprisonment debuffs on the enemy hero and kill them with Sanity`s Eclipse once there are multiple debuff stacks. You should use this on strength and agility heroes with small mana pool.
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.
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.
Early Game
A laning stage pick up to have some decent stats and increase your mana pool. The bigger mana pool lets you dish out more damage with Arcane Orb and Sanity`s Eclipse, as well as gives you a bigger shield on Objurgation usage.
Start with it if you expect a high frequency of spells from enemy heroes on the lane.
A core Boots of Speed upgrade to improve your mobility and damage output with attack speed and stats. Also increases the damage of Sanity`s Eclipse as well as the Objurgation shield when kept on intelligence.
Mid Game
A core item that boosts your DPS with stats, attack speed, and damage ticks to burst down enemy heroes with Arcane Orb and Sanity`s Eclipse. Your Arcane Orb projectiles move more quickly and the attack speed works well with it having no cooldown. The true strike also helps against evasion on enemy heroes. Gets upgraded to Parasma later in the game.
A mobility item that covers for your slowness as a hero to get in and out of fights. Lets you close the gap on an enemy hero and lock them down with Astral Imprisonment to follow up with the rest of your damage. Builds into Hurricane Pike later in the game.
A core item to increase your attack range to right click enemy heroes with Arcane Orb from further away. Also makes you tanky through stats. Builds into Hurricane Pike later in the game.
A core mobility item that allows you to engage and disengage from fights. Also increases your attack range to right click enemy heroes with Arcane Orb from further away. The Hurricane Thrust lets you put some distance between yourself and an enemy hero and hit them from infinite range with Arcane Orb.
A core item to avoid most disables and silences on the enemy team to hit freely with Arcane Orb in fights as you will often find yourself being targeted due to your high damage output.
A core mobility item to instantly get on top of an enemy hero and lock them down with Astral Imprisonment to follow up with the rest of your damage. Also lets you dodge certain initiations like Chronosphere by Blinking away if you are quick enough. Also works incredibly well to let you get out of fights after a defensive Astral Imprisonment on yourself to buy time for Blink to come off cooldown.
Late Game
A core item to have instant disable against elusive enemy heroes and burst them down with Arcane Orb and Sanity`s Eclipse. Also provides a ton of intelligence to increase the damage of Arcane Orb and Sanity`s Eclipse, while also giving you a bigger damage barrier through Objurgation.
An upgrade for Witch Blade that reduces enemy`s magic resistance to increase the damage of Eclipse. Also provides a ton of intelligence to increase the damage of Arcane Orb and Sanity`s Eclipse, while also giving you a bigger damage barrier through Objurgation.
A core item to trigger Objurgation automatically when you drop below 20% HP. Also increases the damage barrier from the spell.. It works similar to an Aeon Disk but without the penalty of not being able to do damage. It also gives a strong dispel upon triggering, which lets you use Black King Bar or escape.
A late game upgraded for Blink Dagger to have more DPS with Arcane Orb right clicks while also increasing your movement speed. A great option to replace Boots when running out of item slots.
Situational
A situational item to boost your farming speed and scale beyond the mid game as Outworld Destroyer does not have any farming ability. Also increases your attack speed for more burst damage with Arcane Orb.
A mid to late game pick up that allows you or the allied target to reposition themselves during Astral Imprisonment. The movement works even in spells like Chronosphere and Black Hole. Also lets Astral Imprisonment do AoE damage, letting you clear creep waves much faster.
A situational defensive tool to block single target disables and debuffs like Duel, Lasso, Hex, or Doom.
A late game pick up that provides you with very high attack speed for higher DPS with Arcane Orb right clicks.
A late game item primarily for another round of Sanity`s Eclipse in fights. Let`s you burst down most strength and agility heroes with low mana pools from full to zero.