1Round 1
Hidden Blade always 1st. Siphon Gloves for more heals on melee. Power Playbook and Compensator for more base dmg on the things that do damage
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2Round 2
Get Gloomgaunlet even if that means selling everything. Building up more melee dmg and more heals on melee is everything
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3Round 3
2nd power is Hashimoto's Bane. It's very helpful with all the movement speed buffs in stadium, is great for Genji combos, and comes in clutch for getting those low 1hp Junos, Mercys, and Lucios especially. I'll deflect at a Mercy just to trigger it so I can hit her flying away
Sell any greens left over and get Ambusher Optics. More melee dmg!
If they have a beam hero making life hard and we're losing, this is when I'll consider Anti-Beam Coating and push Ambusher off until next round. If we're losing and the beam hero is not being an issue for me on Genji, I still go with Ambusher
If there's not enough cash for Ambusher, or you have leftover cash, get attack speed buffs like Aftermarket Firing Pin (1st choice for movement speed) or Wrist Wraps (5% AP means almost nothing at this point for this build) for faster melees since this is the only other way to buff melee that I know of
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4Round 4
If they have a beam, this is around when I'll get Anti-Beam Coating. Typically beams are doing enough dmg to worry about in the first few rounds and I don't engage with those heroes before this point. Plus the attack speed and armor on this item helps the build regardless
Leftover cash goes to attack speed buffs, Aftermarket Firing Pin for movement speed and Weapon Grease
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5Round 5
Spirit of Sojiro just helps with escapes mostly is why I pick it. More survivability if I don't get a dash reset
Add more attack speed with Wrist Wraps.
I start building cooldown reduction with Ironclad Exhaust Ports because its the cheapest and 25 overhealth on abilities I like for Genji
Multi-tool is a good alternative to Ironclad Exhaust Ports but it costs a little more
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6Round 6
Spam melees aren't as easy to do in later rounds and burst damage is more needed so I swap Aftermarket for Iridescent Iris to buff Swift Strike and help survivability by lowing cooldowns
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7Round 7
I go for Swift Strike buffs last round pretty heavy. This is for more burst in my combos without stacking weapon power relying on my aim. For power I'll pick either Laceration or Wyrm's Maw, and stack AP with Champion's Kit and Multi-Tool.
I lean toward Laceration because it doesn't rely on hitting any shots first to boost Swift Strike. It's 25% more reliable dmg vs Wyrm's 50% potential dmg but Wyrm's dmg is instant so there's that trade-off too. Laceration is less to think about and that's why I like it more. Although, I am way less likely to pick this if the enemy team has a lot of cleanses
Wyrm's Maw I'll get when I feel I'm hitting a lot of shots before going in. That's it. I'll sometimes deflect to trigger Hashimoto's bane to get a guaranteed boost off Wyrm's Maw but I don't really care for the extra steps
Occasionally, I'll pick Iaido Strike because the enemy Genji has it on and it helps counter their Iaido Strike by deflecting 2nd so I can hit them with it but they can't hit me. I pass on this power because dashing away works just as well as deflecting the other Genji, and the forced blade swing messes with my cancel deflect timing too much in most cases. Right click + melee is better for me and does great damage. This perk is great in this build because blade swings are buffed with all the melee dmg boots