
You can put a point in this spell at level 4 if you are up against a lot of disables in the game, and the status resistance will help you survive or make the enemy heroes waste their spells.
Starting
A core item to boost your movement speed to stay on top of enemy heroes and right click them with Greater Bash, as well as do more damage with Charge of Darkness. Also lets you drag creep waves from behind the enemy tower easily on early levels.
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.
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 Boots of Speed upgrade to improve your armor and right click damage. Has great synergy with Greater Bash as the movement speed from Phase active increases its damage. Can also be used during Charge of Darkness to do more damage on impact with enemy heroes and creeps.
Start with Magic Stick if you expect high frequency of spells from enemy heroes on the lane.
A cost effective item to gain some movement speed which is effective damage through Greater Bash.
An early to mid game item to defend against bursts of magical damage. Also provides some useful mana regeneration.
Mid Game
A core item that can be used during Charge of Darkness and connect with your target without breaking invsibility. The movement speed boost also increases your Greater Bash damage on impact with enemy heroes and creeps. Can be upgraded to Silver Edge later in the game.
A core item that amplifies the damage output of your spells while providing movement speed and tankiness through stats. The movement speed boost acts as effective damage through Greater Bash.
A core item that maintains your kill threat and split push potential on the map more often by reducing the cooldown of all your spells and items.
A core item to increase the Charge speed to do more damage and improve your initiation.
A core item mostly for defensive purposes. Lets you dispel yourself and buy time when in trouble after initiating with Charge of Darkness. Also provides some much needed mana pool and regen. Builds into Wind Waker later in the game.
Late Game
An upgrade for Eul`s Scepter of Divinity to dispel yourself when in trouble and reposition in and out of fights. Also boosts movement speed with is effective damage through Greater Bash.
An upgrade for Shadow Blade primarily for the break effect against passive spells on enemy heroes. Also improves your damage output and mobility through invisibility to find kills on the map.
A core item to avoid most disables and silences on the enemy team to maintain your Charge of Darkness channel and to hit freely in fights. Also improves your right click damage and tankiness through HP pool and magic resistance.
A late game pick up that lets you redirect single target spells from one of your allies towards yourself to save them from the damage and lockdown. Works well when playing against lockdown spells like Fiend`s Grip or high burst damage spells like Laguna Blade or Finger of Death. Can also be used anti-save on an enemy hero to redirect single target buffs from his allies towards yourself.
Situational
A situational item to boost your farming speed and scale beyond the mid game as Spirit Breaker can stagnate sometimes if the early game fights don`t go well. Also gives you some much needed attack speed.
A powerful early to mid game item against heavy healing lineups to reduce their health restoration and tankiness. Also improves the HP sustain of your team after fights.
A defensive item that lets you or a teammate become invisible and get out of trouble. Also helps defend against magical damage with the barrier.
A mobility item to push yourself or one of your allies away from trouble, or close the gap on enemies. Also lets you push yourself over cliffs and impassable terrain.
An aura item that improves your impact in teamfights by buffing your whole team with magic resistance.
An aura item in the mid game to boost your tankiness and movement speed which is effective damage through Greater Bash. Also provides some much needed attack speed with the Endurance active. Builds into Boots of Bearing later in the game.
A powerful defensive tool to reflect single target spells. Also provides a dispel on cast and makes you tanky with armor.
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.
A defensive tool to block single target disables and not get your Charge of Darkness interrupted. Can also help block the dispel from Eul`s Scepter of Divinity, which is a common purchase against your Bulldoze and Charge.
An aura item that boosts your physical damage against enemy heroes and buildings while tanking up with armor to reduce the enemy physical damage. Improves the potential of running at towers as well as Roshan with minus armor.