
Build focusing on frequent, powerful amp heals, beat farming, and overhealth spam using Megaphone, Beat Drop, and Radio Edit. Generally keeps up with the Crowd Pleaser focused builds in terms of healing while also having a better matchup into Antis like Rampage due to the constant overhealth.
Item purchase order
Round 1

+20% [Amp It Up] Duration While [Amp It Up] is active, [Crossfade] radius is increased by 1.5.





After you spend your Ultimate Charge, gain 25 Armor and 10% Ability Power for the rest of the round.
Megaphone will help you earn assists early on, which will help you snowball cash for the later rounds.
Round 2





When you use an ability that heals, reduce its cooldown by 5% for each unique ally it heals.
Buy Biotech Maximizer as soon as possible. If you have to sell Charged Plating or Power Playbook to afford it, you can do so. Combined with Megaphone, it's essentially a free 25% CD reduction on amp (as long as nobody is dead), which is useful for building beat and will be extra useful in round 5 when Mini Beat comes online.
Round 3

20% Ultimate Cost Reduction. Landing on an enemy with [Sound Barrier] deals up to 200 damage.


Ability Damage and Healing grants 20% more Ultimate Charge.
Mini Beat is still pretty bad at Low AP, so take Beat Drop for the significant reduction in ult cost and buy Catalytic Crystal at the same time to try to farm full beats. Sell Power Playbook and Charged Plating to get it, if you have to.
Round 4


The items in this round aren't particularly specific, This round is just buying as much ability power as possible before the next round, when you get access to Mini Beat. If you sold Power Playbook and Charged Plating last round, you can re-purchase them here, if you are able to.
Round 5

After using [Amp It Up], trigger a [Sound Barrier] with 85% reduced Overhealth.



[Sound Barrier] effectiveness is increased by 25%% for every 1s [Sound Barrier] is channeled, up to 50%.
This is the round you get access to Mini Beat, or "Radio Edit". Your AP is still *fairly* low compared to other builds and heroes at this point, so purchase Airwaves to supplement that - this will make both your Mini Beats and Full Beats more potent.
Round 6



After you spend your Ultimate Charge, gain 25 Armor and 10% Ability Power for the rest of the round.


When allies leave your [Crossfade] area, the effect lingers for 2s.



Similar to Round 4, this round isn't particularly specific outside of acquiring as much Ability Power as possible to strengthen your amp heals, beat, and mini beats. #1 Single only gives 5% Ability Power as of May 8th, and CAN be swapped out for Energized Bracers if you want a TINY bit more ability power, but it isn't worth losing the lingering healing effect.
Round 7

After using [Soundwave], heal all allies affected by [Crossfade] for 2 of [Crossfade] healing.






Final ability power stacking round. Both Crowd Pleaser and All-Out Auditiva have been nerfed heavily since launch, making them lower priority pickups compared to those in the previous rounds. Despite this, they will still contribute significantly to your healing output, and so they are worth picking up over other options if you make it to Round 7.