She keeps escaping your damage window
Use the active movement and stamina denial while your team can finish the catch. Favor it on a build that already values the weapon and farming side of the item.
Capacitor combines weapon-build value with a targeted catch. Its projectile slows an enemy, prevents stamina usage, and restricts movement abilities and items, giving your team a window to punish a target that normally escapes.
Weapon-focused builds that benefit from its shock and farming effects as well as the active control. Consider the full investment before choosing it solely to catch one target.
Use the pinning window when allies are in damage range. A movement-control purchase is most useful when it turns an escape into a fight your team can finish.
Against Calico: Use the active movement and stamina denial while your team can finish the catch. Favor it on a build that already values the weapon and farming side of the item.
A disabled escape route is only part of securing a kill. If your team cannot reach the target, you may spend the control without converting it.
Consider it when your weapon build benefits from the shock effects and your team also needs a stronger catch. If you only need movement denial, compare Slowing Hex before committing to the larger purchase.
Average purchase: 24.1 minutes
Game-stage ranges are approximate, and average purchase times are a guide rather than a deadline. Buy sooner when this item would change your next fight.
| Stage | Average purchase |
|---|---|
| Early game · 0–10 min | Not available |
| Mid game · 10–20 min | 18.5 min |
| Late game · 20+ min | 25.9 min |
Mobile targets such as Calico that repeatedly escape your team's damage range.
Use the active movement and stamina denial while your team can finish the catch. Favor it on a build that already values the weapon and farming side of the item.
Slowing Hex is a targeted answer to movement-dependent escapes. Use the slow and movement-skill silence before the relevant escape begins, with allies already in range to punish; a catch has little value if no one can finish the target.
Compare this option →Knockdown gives your team a delayed stun to punish airborne targets and interrupt vulnerable channels. The delay is the key detail: cast while there is still time for the stun to land, and have damage ready when the target is controlled.
Compare this option →Silence Wave creates a cast-denial window before an enemy uses an important ability. Land the projectile as your team is ready to commit, then punish while escape or defensive casts are restricted. A silence is not a universal answer to an already-running channel.
Compare this option →