Lane
5k≈ 6–9 min
38%ActiveAlchemical Fire3,200
21%ActiveCold Front1,600




Charges into close combat
Abrams has the bulk and sustain to lead from the front, often running into the middle of his foes and watching them scatter. If his enemies waste their fire on him, his backline teammates can lay out damage with impunity.
38%ActiveAlchemical Fire3,200
21%ActiveCold Front1,600



12%Mystic Shot1,600
6%Extra Health800
14%Enchanter's Emblem1,600
24%Torment Pulse3,200



10%Kinetic Dash1,600
13%Battle Vest1,600
13%Spirit Shielding1,600
9%Bullet Resist Shredder1,600
9%Mystic Vulnerability1,600
16%ActiveDecay3,200



16%Titanic Magazine1,600
22%Spirit Rend3,200
20%Tesla Bullets3,200
21%Toxic Bullets3,200
13%Spirit Lifesteal1,600
8%Suppressor1,600
Upgrade29%Escalating Exposure6,400
34%Mercurial Magnum6,400



8%Swift Striker1,600
15%ActiveAlchemical Fire3,200
11%Sharpshooter3,200
Upgrade28%ActiveCapacitor6,400
Upgrade34%ActiveInfuser6,400



Each phase lists what to buy since the previous one; the % on a card is how much of the build's score you lose without it. Lit pips under an ability are its upgrade tiers (green: new in this phase). Hover anything for details.
For each net worth, the optimiser searches items and ability upgrades that maximise the score: damage per second against the reference enemy × effective health^weight, averaged over short, standard and long fights, each both fresh and mid-match (long cooldowns still recovering from the previous fight). Each checkpoint starts from the previous one's items, so the builds read as a path.
Gun, spirit and hybrid differ only in where the offensive souls go. The fight assumptions (accuracy, distance, the target…) are on the Data page and adjustable in the simulator.

Drain health from nearby enemies, dealing
spirit damage over time and
healing for a portion of the damage dealt.
• He keeps shooting while it drains. The target stays within the radius for the zone uptime share of its duration (assumption zone-uptime).
• Heals HealingFactor of the damage dealt to heroes (every target in multi-target scenarios).
Values are base values with their scaling; the simulator shows them at a chosen net worth and build.
Boons come with net worth; gun DPS is every bullet hitting at close range, no headshots. Items and investment bonuses come on top (see builds).
35 boons in all, the last at 49.2k souls.
| Souls | Weapon dmg | Base health | Spirit |
|---|---|---|---|
| 800 | +9% | +9% | +7 |
| 1.6k | +12% | +12% | +11 |
| 2.4k | +15% | +15% | +15 |
| 3.2k | +18% | +20% | +19 |
| 4.8k | +46% | +38% | +38 |
| 6.4k | +54% | +42% | +45 |
| 8k | +62% | +46% | +52 |
| 11.2k | +74% | +50% | +59 |
| 16k | +86% | +54% | +66 |
| 22.4k | +100% | +60% | +75 |
| 28.8k | +115% | +66% | +100 |
Souls spent in a category (each owned item's full price) unlock the highest tier reached. The biggest step is at 4.8k; after it each tier adds less per soul (weapon: +17.5% per 1k souls up to it, +5% per 1k to the next), so piling souls into one category has diminishing returns. Builds and tier lists include it.