Haze build guide
by ChromeVersion 114Updated Aug 8, 2025Guide #1023
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FURTHER FURTHER IMPROVEMENTS 8/7 - Giving us more freedom on the Extra Health upgrade and giving better tools for midgame with Fleetfoot and Toxic Bullets. #gethazeoutofthejungle This build is now fully annotated! Give them a read for insight on timing and use cases.
1Lane
Author's category · 4 items
Rapid Rounds
Extra Stamina
Extra Health
Kinetic Dash
Built from Extra Stamina
Best used when springing fights onto enemies out of smoke, no longer a "stamina saver. I advise you put some thought into your stamina usage and rely on Smoke Bomb’s speed for rotations.
2Lane Techoptional
Author's category · 3 items
Extra Regen
If taking chip damage in lane and need to stay healthy.
Healing Rite
If taking big chunks of damage from ability combos (Bebop hook, Shiv dash, etc.) pop Healing Rite and go break statues / boxes while regenerating.
Restorative Shot
If you're competent and able to properly poke enemy players in lane, this is a straight-up superior buy over Extra Regen. If they're playing super safe, it might not be ideal.
3Mid Game
Author's category · 4 items · QSR on Dagger
Quicksilver Reload
Use dagger at the end of your first mag to extend your damage in a gank if you didn’t need dagger to initiate. Use at the end of a mag when split pushing and stealing jungle.
Swift Striker
Built from Rapid Rounds
Spirit Shielding
This enables us to take gank damage trades and is basically a 30% health amp. I get this before Slowing Bullets often, but you can rush it into Spirit Burst lanes (Bebop, Krill, Wraith, etc.)
4Core & Late Game
Author's category · 8 items · Annotations!
Slowing Hex
This is our core gank enabler. Against slippery heroes with quick instant mobility like Lash, Vindicta, Infernus, Pocket, I apply this as I engage. If they’re not so quick I save it for halfway throug
Slowing Bullets
Burst Fire
Built from Rapid Rounds
5Sell Hex for Either One
Author's category · 2 items
Silence Wave
If you want a moderate upgrade to Slowing Hex, Wave is excellent. This is an especially strong tool into deathball comps.
Cursed Relic
I often sell Slowing Hex for Curse past 30 minutes. Communicate when you Curse someone in a team fight. Save it for big channel Ults if they have any.
6Map Control
Author's category · 1 items
Fortitude
Built from Extra Health
If your team has adequate map control / wave pressure, Fortitude is a great pickup. HOWEVER, If your team doesn't have that control, you won't get the value to make it worth.
7Late Game Tech & Sustain
Author's category · 9 items · Read Annotations!
Unstoppable
Buy for late game when big CC is a huge issue, I prefer this for Haze over Counterspell.
Spellbreaker
Incredibly useful into high-burst Spirit teams such as Yamato, Bebop, or Talon. Insane Late Game spirit resist item if you are well fed and able to push people around.
Capacitor
Anti Leechboss tank item that takes a lot of thought to use properly. Great to break down Mercurial Mag, Colossus, Scorn, etc.
8Smoke T3
Author's category · 2 items
Extra Charge
Rapid Recharge
Built from Extra Charge
9IMPROVEMENTS 8/7
Author's category · 0 items · Adjusting our midgame relic pickups to maximize our abilities in Midgame and give us some extended damage impact into Lategame. Very happy with where it's at currently! Shoot me any questions or comments in the #haze chat or in my guide threads <3
No items listed.
10Gameplan
Author's category · 0 items · We play fully active with little / no teamside farming (sometimes Slots). Take trades in lane and midgame with Spirit Shielding. Setup ganks with Dagger & Hex paired with a teammate or solo. Steal jungle inbetween. Past 30min we Leech Boss with Siphon Tempo to stay alive. We play for every minute before they can buy Plated Armor, this hero clocks out when they have it.
No items listed.
Categories appear in the author's order. Only the editor's default Early, Mid and Late sections are marked as game stages; the author's own categories keep their names. “Built from” links come from the game's item recipes.
| Sleep Dagger: Ability unlocked, step 2 | Sleep Dagger: 1 AP upgrade, step 7 | Sleep Dagger: 2 AP upgrade, step 8 |
Fleetfoot
Use for rotating and rapid repositioning in fights.
Toxic Bullets
Vampiric Burst
Our primary T4 spike that amps our damage while keeping us healthy enough to keep fighting after a damage trade. Struggles into Spirit Burn.
Colossus
Built from Extra Health
I buy this frequently when I need to stack the odds in my favor for burst engagements past 25 minutes or so. Colossus keeps us healthy enough to win a high damage trade.
Siphon Bullets
Healing Tempo
Armor Piercer
A requirement into Plated Armor, but we still greatly struggle into Plated Armor regardless.
Silencer
My preferred Debuff tool over Inhibitor for late game, as we are largely concerned with Spirit damage dealers.
Glass Cannon
Our "more damage" option that, sadly, overtakes Lucky Shot in performance. I'd get Armor Piercing Rounds before this.
Dispel Magic
To cleanse overwhelming and dangerous debuffs such as Spirit Burn, Bebop Bombs, Warden Cage, Vindicta Stake, etc. No longer works on Affliction and Telekinesis.
Divine Barrier
Ethereal Shift
| Sleep Dagger: 5 AP upgrade, step 16 |
| Smoke Bomb: Ability unlocked, step 3 | Smoke Bomb: 1 AP upgrade, step 9 | Smoke Bomb: 2 AP upgrade, step 12 | Smoke Bomb: 5 AP upgrade, step 13 |
| Fixation: Ability unlocked, step 1 | Fixation: 1 AP upgrade, step 5 | Fixation: 2 AP upgrade, step 6 | Fixation: 5 AP upgrade, step 10 |
| Bullet Dance: Ability unlocked, step 4 | Bullet Dance: 1 AP upgrade, step 11 | Bullet Dance: 2 AP upgrade, step 14 | Bullet Dance: 5 AP upgrade, step 15 |
Unlock1 / 2 / 5 AP upgrade costOrder only; no timings
Current patch: the Oct 5, 2026 update, Oct 5, 2026, 11:05 PM UTC to today · ranked and unranked · all match average ranks
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