Lane
5k≈ 6–9 min
11%Extra Health800
11%ActiveGrit800
20%Enchanter's Emblem1,600
17%Spirit Lifesteal1,600




Hooks an enemy for a knockout combo
Bebop can string together his abilities in many different ways. Disrupting enemy positions, saving an ally or dealing bursts of damage. When the situation doesn't require subtlety his giant laser still solves many problems.
11%Extra Health800
11%ActiveGrit800
20%Enchanter's Emblem1,600
17%Spirit Lifesteal1,600



8%Mystic Shot1,600
Upgrade41%ActiveInfuser6,400
6%Extra Spirit800
12%Mystic Vulnerability1,600



6%Spirit Shredder1,600
2%Extra Health800
Upgrade9%Improved Spirit1,600
Upgrade36%Escalating Exposure6,400



15%ActiveAlchemical Fire3,200
Upgrade9%Spirit Rend3,200
10%Toxic Bullets3,200
7%Battle Vest1,600
7%ActiveCold Front1,600
7%ActiveSpirit Sap1,600



13%Spirit Resilience3,200
12%Suppressor1,600
Upgrade22%Boundless Spirit6,400
Upgrade24%ActiveFocus Lens6,400
18%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.

Deal melee damage to nearby enemies and apply
knockback.
When they land, they deal
spirit damage and apply
reduced fire rate to other nearby enemies.
Exploding Uppercut can be used on allies.
• The uppercut deals light melee damage (boon growth and melee/weapon damage bonuses included) to the duelled target; the landing damage hits only other nearby enemies (multi-target scenarios), after the toss.
• T2 weapon damage counts; its faster spin-up and double range are not scored. T3: the missing-health heal and the Grapple Arm cooldown reset (expected at the hit rate) count, so the hook is used again.
• The knock-back is 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.