---Deft hands (ONLY GET LEVEL ONE) (reload speed caps at 60%)
--- Life rip is able to be changed out with Kill to Heal (they are both equally useful here depending on which one works better when taking enemy team into account and how often you will be getting heals and also haven. LR is better for when you might venture away from the support , KTH for when you might linger around)
--- Haven is Haven.
--- If you are pocket playing with a teammate who has caut, you can sacrifice caut for
a yellow item (nimble or chronos) but you should have enough movement with whirl and enough cooldown with the loadout to not have to use yellows... i mean it when i say that
YOMI mixed with capped reload speed (60% reduc) is a deadly force, you basically have the same reload speed as time between weapon fires, meaning you PRETTY MUCH can imagine it as a weapon with next to no reload. (same concept as my buck style) -This will allow you to snipe your third shot on unsuspecting foes until they get close, where your second gimmick comes in (mentioned below with Hideout and Fan The Flames)-
it is important that you can only use up to 40% with the card as the card does NOT get up to the full 60% by itself so you NEED deft hands to get it - but with using deft hands 1 then you max out at 60% regardless if you have level 4 or 5 on the card so if you use 50% on the card you are wasting 10% and wasting a loadout point.
Infamy and perfect block are to work hand in hand with each other as just plain old Effective Health Point Boosts.
Hideout and Fan The Flames are the second gimmick to this build. not only do you have extra dps for your primary fire AND an unrelenting primary fire that refuses to stop until you tell it to, at that- BUT ALSO you have a cooldown reduction gimmick (this gimmick is for one v ones and close quarter combat)
The thing with this is that You can use Whirl in your first few attacks, followed by billow mid-assault, which will inevitably reset whirl for a second use allowing a higher dps output. this will overwhelm your enemy's healthpool(s)
so much so that if you have good enough healing and Damage Reduc. (from items and loadout)
then you should secure a kill, which just so happens to reset billow- and as you know billow resets whirl, which by the time you use it you should be able to secure another kill due to the dps output, therefore resetting billow- etc etc
you can see how its very easy to cycle your cooldowns with little to no effort EVEN WITHOUT CHRONOS!
because although its not TRUE resets - the fact that cooldowns have already run down some by the time the big cooldown reductions hit - means its still a guaranteed reset regardless. making it a beast to battle against-
(you can then throw in the occasional counter ability as well and if timed right - even though your whirl will be ready a split second after counter in this case, you should be able to throw a counter right before every other whirl/billow rotation- it wont be super predictable when the cooldown will end unless you watch it like a hawk - sometimes its right before or after whirl, sometimes right before or right after billow, sometimes halfway through from whirl to billow, sometimes billow to whirl . Counter is not on a constant in the ability cycle. just know that its reliable if you keep mind that it should be ready about halfway through every OTHER ability cycle
(one ability cycle being the use of whirl AND billow both ONCE each)
like i said just watch for counter,
but my biggest advice for counter is to really not try to spam it into the rotation because it does hinder the speed of the actual rotation. IF YOU CAN keep it as an ace up the sleeve (as intended by the devs) for when you need it, otherwise you become predictable with just throwing it in there. This isn't my koga build, don't be predictable.
IF you can get away with spamming counter into every other ability rotation then go for it. But that's just one way to approach it, like i said stick to the actual ability cycle as a main source of gimmick. there are times due to the untimelyness of counter's cooldown being thrown about, where skipping a counter in order to go an extra ability cycle will actually do you more good than just using counter as soon as possible. I know this might be a bit hard since counter has that 200 hp boost on deflect AND it literally deflects damage for that hit - but it is a one hitter AND it does reduce your movement speed which (although you're literally blocking damage) does leave you wide open
from behind - and the less hits you take, the better. so keep counter as more of an ace up the sleeve and stick to yomi snipes when you arent close, and billow/whirl rotations when you are close.
IT may still be useful to throw in extra random counters despite the potential backlash of cooldown rotating-
simply because if you do actually block a hit then you can just resume your assault- the biggest backlash is
when you suffer having to sit the whole counter duration, having shots on your back, and not doing anything.
but if you CAN use it wisely to actually block attacks without disrupting your natural cycle flow- then by all means
spam the heck out of that counter because of the ability itself AND the 200 hp boost on deflect will help a lot.
Your heavy hit with Inferno Blade deals an additional 150 damage.
Fan the Flames
Reduce the Cooldown of Billow by 56% after getting an Elimination.
Increase your Reload Speed by 40%.
Reduce the Cooldown of Whirl by 3s after using Billow.
Increase your maximum Health by 100.
Heal for 200 after using Counter.
Increase your Reload Speed by 20%.
Reduce the Damage you take from Direct and Area of Effect attacks by 18%.
Your weapon shots gain +30% Lifesteal.