Ballistic Enchantment
Imbue an ability with increased range. Dealing damage with that ability grants you increased weapon damage per unique hero hit. Has reduced effect on non-heroes.
Imbue — attach it to one of your abilities to empower it.
Ballistic Enchantment is a Tier 3 weapon item that imbues one of your abilities: it widens that ability's range, and every unique enemy hero it damages loads a stack of bonus weapon damage onto you for a short window. It's a hybrid power spike for gun-first heroes with a multi-hit ability — open a fight by tagging the enemy team, then unload an empowered clip. The effect is reduced on non-heroes, so it's a teamfight and dueling buy, not a farming tool.
When to buy
Buy it on gun-first heroes who also have an ability that can reliably tag enemy heroes — ideally a wide skillshot or AoE so you can stack several heroes at once. The range bump makes that ability easier to land from a safer distance, and the weapon-damage stacks reward you for shooting right after, so it slots into mid-game gun builds on the likes of Viscous, Mina or Holliday. Skip it if your hero leans pure spirit and barely fires, or if your only damaging ability is a single-target poke you can't keep landing — the whole payoff lives in your gun. Because it imbues from a weapon slot (unusual for an imbue), it's also a clean way for a weapon carry to get imbue value without dipping into the spirit tree.
How to use it
Treat it as a combo, not a passive: lead with the imbued ability across as many heroes as you can, then immediately swap to your gun while the stacks are live — the bonus burns down on a timer, so the empowered clip is what converts it into kills. Imbue your widest or lowest-cooldown damaging ability rather than your hardest-hitting one; you want hero hits and uptime, not raw spell damage. In a teamfight, sweeping that ability over a clumped enemy team front-loads multiple stacks at once for a far bigger gun spike than you'd ever get in a 1v1. Don't count on it while farming — the reduced effect on non-heroes means lane creeps and jungle barely charge it.
Which ability should I imbue with Ballistic Enchantment?
Pick the ability you can most reliably land on enemy heroes — usually a wide skillshot or AoE on a short cooldown — not your highest-damage spell. The item pays you in weapon damage per unique hero hit, so multi-hit reach and uptime matter far more than how hard the ability itself hits, and the extra range helps you connect with it.
Is Ballistic Enchantment worth it on a spirit caster?
Not really. The whole payoff is bonus weapon damage, so if you barely shoot it does almost nothing for you. It's built for gun-first hybrids who open with an ability and then kill with bullets; pure casters get more from spirit items that amp their abilities directly.
Best with Paige
~57.5%
Ballistic Enchantment3200
Built-by, win rate, build rate and top hero are sample until the match API is wired in. Effect, cost, value and the build tree are real client data.
Raw dataproperties, shop fields & API
identity
- id
- upgrade_bulletshredimbue
- slug
- ballistic-enchantment
- token
- upgrade_bulletshredimbue
- kind
- upgrade
- updatedAt
- 2026-06-06T16:23:38.392Z
shop
- category
- weapon
- tier
- 3
- cost
- 3200
- groupLabel
- —
- filters
- EShopFilterWeaponDamage
- componentIds
- upgrade_magic_reach
- upgradeIds
- —
properties (6)
| label | key | value |
|---|---|---|
| Duration | AbilityDuration | 14s |
| Non Hero Stack Limit | NonHeroStackLimit | 8 |
| Spirit radius | TechRadiusMultiplier | 22% |
| Spirit range | TechRangeMultiplier | 22% |
| Weapon Power Per Stack | WeaponPowerPerStack | 20 |
| Weapon Power Per Stack Non Hero | WeaponPowerPerStackNonHero | 5 |
Upgrades
| lvl | AP | upgrades |
|---|---|---|
| 1 | 1 | Weapon Power Per Stack +15, Spirit range +15, Spirit radius +15 |
