Build cards without giving away the attack

Card Trick charges through weapon and melee contact rather than ordinary waiting. Use the lane phase and nearby units to prepare charges while staying behind cover. A Wraith with cards ready can threaten a quick burst; a Wraith with empty resources must remain exposed for longer before the same pressure becomes available.

Do not throw every card as soon as it appears. Keeping a charge changes how an opponent uses cover because a projectile can follow the selected target. Release one when it helps finish a trade or forces movement, then judge whether the next charge is needed for the same enemy. Spending the full reserve into a defensive effect leaves no fast answer for a second target.

Weapon hits create the resource, so positioning for steady fire still comes first. Choose an angle where the target is not hidden by several units. Short controlled bursts are easier to convert into cards than a long spray across moving cover. The objective is to arrive at the next fight prepared, not to inflate damage on an opponent who can heal safely.

Project Mind is an exit as often as an entry

Project Mind teleports Wraith to the selected location after a brief preparation. Before using it aggressively, look at the destination from the enemy's side. A rooftop may appear safe from the current street but remain visible to another lane. Select ground with cover and enough space to continue moving after arrival.

The activation can be interrupted before the teleport completes. Begin from behind a wall or after the nearest control ability has been spent. Using it in direct sight gives opponents a clear chance to stop Wraith. If danger has already reached her position, moving around the corner before activating it can matter more than selecting the farthest destination.

When Project Mind is the only available escape, walk into weapon range instead of teleporting forward. Wraith already has Full Auto and cards to make a normal approach threatening. Saving the teleport means she can follow a retreating target only after the area is checked, or leave when another enemy appears.

Full Auto needs a complete firing window

Full Auto raises Wraith's fire rate and can support nearby allies. Activate it when the crosshair, ammunition and target are ready. Starting the effect while turning a corner or reloading spends part of the window without pressure. Count the likely duration of the exchange and make sure the magazine can support it.

The increased rate makes recoil and tracking mistakes arrive faster. Hold a stable range, pull the aim smoothly and stop firing when the target fully reaches cover. Continuing to shoot the wall consumes ammunition and creates a vulnerable reload. Wraith benefits from a fast burst only when most of that burst has a real target.

Nearby allies can use the tempo increase, but Wraith should not wait for a perfect five-player formation. Two players focusing one controlled enemy are enough. The important coordination is timing: start when both can see the same area, not after a teammate has already withdrawn.

Telekinesis chooses the victim and the landing place

Telekinesis lifts an enemy and lets Wraith influence where that target is thrown. Select someone the team can reach, not simply the first hero inside the ability's range. Pulling a durable front player toward prepared allies can work; throwing a fragile opponent deeper into safety usually does not.

Aim the landing point before the lift ends. A wall, corner or lower piece of ground can limit the enemy's immediate retreat. Avoid sending the target over terrain that also blocks friendly damage. The best landing place keeps the opponent visible and separates that player from protection.

Wraith's complete attack begins with prepared cards and a safe firing angle. Telekinesis creates the reliable window, Full Auto converts that window into weapon pressure, and cards add damage while the target tries to recover. Project Mind remains available for the next position. That order is not mandatory, but every engagement needs the same four answers: who is isolated, where the target lands, how the damage starts and how Wraith leaves.