Personal Nurse Harrow Build
My own Personal Harrow Build if one fancys, not L-R, but buy what's needed then move to next category, skip for an item in different category when you see fit. Main focus of this build is trying to keep your allies alive to the best of your ability.
#Citadel_HeroBuilds_EarlyGame
Extra Regen
Only real mandatory first buy. Else damage taken is going to somewhat permanent until back or leeches collected.
Golden Goose Egg
Practically a second item to get or, if you're feeling risky, grab this and then Extra Regen. Usually use the Egg to buy Healing Tempo early, but can crack the Egg to buy a Late Game Item.
Healing Rite
Very useful to have early as a backup for when 3 is charging. Also if you take heavy damage and your regen from Extra Regen and leeches isn't enough.
Extended Magazine
Moreso useful for getting more out of 3 with how much ammo with each charge.
Extra Stamina
Helps with staying mobile/survivability, best to dodge than facetank damage to keep your uptime in lane high.
Extra Charge
Gives an extra charge on 3 so you're less likely to be caught with your pants down with not having a 3 in your pocket.
Extra Spirit
Every skill has Spirit scaling so start squeezing a lot out of everything you have at the start.
Swift Striker
A temporary buy for Early Game. Items in Lategame along with leeches will give enough fire rate to make this moot, but sellable earlier if you're confident in staying alive and have enough leeches.
Healing Booster
Start getting a lot more out of your 3 and later Rescue Beam.
#Citadel_HeroBuilds_MidGame
Duration Extender
Put on the 2 to increase the Rush duration to keep ally speedy and to deffer more damage before the crash.
Superior Cooldown
Generally nice to just get abilities back faster, out of combat regen is a cherry on top.
Escalating Resilience
Gives you a bit of punch, a tad more ammo, and some tankiness against bullets when shooting heroes, 3 or regular fire.
Healing Tempo
Juices the hell out of your 3, buffs Gun Heroes with both the fire rate and move speed, move speed is good for everyone in general.
Rapid Recharge
Gets your 3 to 4 charges so you A. Shouldn't be without at least 1 charge or B. Be able to fully heal your team with all charges during/after a fight.
Improved Spirit
Squeezing even more out of your Spirit Scaling.
Rescue Beam
Saves lives, can be paired with using 2 first, then Rescue Beam to pull ally out of danger, then shift to healing them in a safer area before the crash kills them.
Stamina Mastery
Makes you mobile to all hell so you can duck and weave the chaos of a team fight if one erupts and just helps you escape if you need to get out of dodge.
#Citadel_HeroBuilds_LateGame
Ricochet
Works with your 3 so multiple heroes can be healed, also makes Silencer or Inhibitor easy to apply on multiple enemies.
Spiritual Overflow
Can be activated from 3, the boosts that come from this are generally wanted so having a easy way to proc is very nice.
Superior Duration
Makes 2 last longer, Ult last longer, and Rescue Beam last to get more pull distance if needed.
Transcendent Cooldown
Gets 1 down to 15s, 2 to about 19s, and Ult to 112s. Rescue Beam down to 45s.
Alt to Extra ChargeOptional
Mystic Expansion
An alternative to Extra Charge, thought process here is if your laner and/or team keep diving in and your 3 alone isn't enough. Give the range to 2 so it can reach further.
Greater Expansion
Doubles down and affects your Ult and lets Rescue Beam reach further for saving teammates.
Recharging Rush
Helps allow forgoing Extra Charge to a degree along with the extra ammo provided.
Mid Game (One Resistance Or Dispel Magic)
Bullet Resilience
Usually only grabbed if A. if the Gun Heroes on the enemy team are a big issue or B. 4+ Gun heroes.
Spirit Resilience
Usual buy for resistance as usually everyone is going to have some form a Spirit damage to use.
Dispel Magic
If debuffs become that much of a concern that resistances don't matter, grab this.
Pick One Late (Sell Swift)
Silencer
For enemy Spirit Heavy teams and/or if someone hasn't picked up Silencer.
Inhibitor
A generally powerful debuff to help keep your team from exploding and reducing the enemy's healing when you get your regular gun shots in. Also can be if no one else picked up Inhibitor.
Alt to Stamina Mastery & Rescue BeamOptional
Kinetic Dash
A cheaper and more interactive alt for Stamina Mastery, use during 3 for emergency reloading to pump out more heals.
Arcane Surge
A cheaper and more interactive alt for Stamina Mastery, use before using 2 to catch up to the ally that needs saving as this gives even more cast range for your 2.
Healing Nova
The stronger heal compared to Rescue Beam, but without the cast range/save potential. Also can be useful if you use the 2 on yourself.
CountersOptional
Slowing Hex
For lanes/teams that are heavy mobility characters on them.
Knockdown
A nice CC to have, especially if the enemy has fliers.
Silence Wave
If ability casters are really giving you that hard of a time, though most of the time they're negligible or other items do better.
Disarming Hex
If a Gun hero is tearing through you and need a breather, just be aware if they have Dispel Magic, or just go for Metal Skin.
Cursed Relic
Since you aren't going to be doing that much damage 9 times out of 10, the damage penalty isn't that bad for what you get out of it to temporarily cripple the enemy.
Rebuttal
Melee heavy lane, or if the enemy loves to melee you.
Metal Skin
If the enemy Gun is tearing through you enough to where resistances along aren't enough to cut it.
Counterspell
If there are predicitble Ults to mitigate and if you're confident in parry timing.
All In For UltsOptional
Refresher
Multiple Ults to really lock down an area.
Diviner's Kevlar
Adds some protection to yourself during your alt early/when you come out of it once Ult is T3. Ultimate Cooldown Reduction is also nice to get more ults.
Indomitable
If the enemy doesn't have too much CC to stop you during Ult, but only works on the next Stun/whatever can knock you out of it.
Unstoppable
If there are multiple CCs on the enemy team, pop this first and be unstoppable for the first bit of your Ult, doesn't stop CC after it runs out.
Vortex Web
Drag and group up the enemy to be back in your Ult range before popping Ult.
Lightning Scroll
CC Upon CC, makes it so even if they look away, Lightning Scroll will still catch their ass.
Damage (Spirit)Optional
If you want more oomph/or if you need to pivot if team is not doing so hot.
Mystic Vulnerability
Start melting the spirit resistance off the enemy.
Escalating Exposure
The leeches will help shread the enemies spirit resist along with your Ult, both just constant Spirit Damage.
Surge of Power
Recommend to put this on the leeches and get your steriod to gun people down and use that move speed.
Tankbuster
Going to start to chew past the enemies Spirit Resistance up front burst went activatied.
Spirit Burn
Add a pop to your leeches or Ult to burn the enemy down along with having a hefty anti-heal effect.
Mystic Reverb
Reccomended to apply to leeches, but can also be applied to her Ult if you put investment in jucing your Ult, can't go wrong with the lifesteal and movement speed reduction.
Damage (Gun)Optional
Not recommended if you're going all in on gun, but knock yourself out to sprinkle an item or two from here if you want.
Spirit Shredder
Helps open up for your abilities and your allies with shooting people.
Spirit Rend
The same gameplan as Spirit Shredder, just with the added further reduction on headshot.
Toxic Bullets
Add upon your Ricochet with Silencer/Inhibitor, your anti-heal item for the gun route with the bleed damage going off of Spirit.
Slowing Bullets
How many debuffs you want to add with all the crap you have? Slow them down as some support for your allies or yourself to catch up and fuck em up.
Weighted Shots
Adding onto Slowing Bullets along with the added Weapon Damage for more punch and some nice Debuff Resist to go with it.
Headhunter
Likely best to aim for heads to begin with as your 3 heals more and can activate Headhunter's passive off of allies.
Blood Tribute
Practically a steroid that you can start leaving on once your regen from your leeches passes 50.0, can turn it off when not in the heat of battle to take advantage of your regen again.
Crippling Headshot
Best going for headshots in the first place so if you can hit heads, shreads both resistances and more anti-heal.
Lucky Shot
Really ADDS to the oomp Harrow's gun needs. Have the fire rate from the Leeches and other items to roll that crit chance.