Lane
5k≈ 6–9 min
36%ActiveAlchemical Fire3,200
11%Extra Charge800
8%ActiveRusted Barrel800




36%ActiveAlchemical Fire3,200
11%Extra Charge800
8%ActiveRusted Barrel800



9%Extra Health800
6%Extra Spirit800
13%ActiveCold Front1,600
13%Suppressor1,600
22%Torment Pulse3,200



6%Extended Magazine800
12%Mystic Shot1,600
11%Spirit Lifesteal1,600
20%ActiveDecay3,200
34%Escalating Exposure6,400



8%Spirit Shredder1,600
7%Battle Vest1,600
8%Enchanter's Emblem1,600
Upgrade27%ActiveInfuser6,400
11%Quicksilver Reload1,600
16%Torment Pulse3,200



Upgrade11%Spirit Rend3,200
12%Bullet Resilience3,200
7%ActiveCold Front1,600
21%Boundless Spirit6,400
Upgrade27%Mercurial Magnum6,400



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.

Weave a scraggly thread that follows your crosshair before bursting along its path, dealing
spirit damage and stealing enemy
Spirit, increased in effectiveness for Baba.
While holding stolen
Spirit, Baba deals
bonus spirit damage with every bullet.
• The thread bursts after its delay; each hit steals spirit (up to the max), which Baba gains at the stolen-spirit effectiveness, and while she holds it every bullet that lands adds spirit damage.
• The target's lost spirit (less spirit damage against you) and the T3 pull are not scored.
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.