Lane
5k≈ 6–9 min
35%ActiveAlchemical Fire3,200
19%ActiveCold Front1,600




35%ActiveAlchemical Fire3,200
19%ActiveCold Front1,600



30%Titanic Magazine1,600
28%Sharpshooter3,200
7%ActiveGrit800
13%Battle Vest1,600
11%Extra Charge800
11%ActiveRusted Barrel800
16%Bullet Resist Shredder1,600



4%Rapid Rounds800
19%Hollow Point3,200
14%Enchanter's Emblem1,600
Upgrade15%Spirit Shielding1,600
9%Quicksilver Reload1,600
Upgrade28%Rapid Recharge3,200



10%Weakening Headshot1,600
15%Berserker3,200
13%Headhunter3,200
29%ActiveFury Trance3,200
Upgrade22%Mercurial Magnum6,400



23%Lucky Shot6,400
25%Spellslinger6,400
6%Enchanter's Emblem1,600
29%ActiveVampiric Burst6,400
19%ActiveFocus Lens6,400



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.

Slam your bat into the ground,
pulling enemies down and dealing melee damage.
The slam creates a shockwave that deals
spirit damage and applies
knockup.
• The slam is a melee hit: it triggers Blasted (wreck, ammo, melee bonus health).
• Melee values grow with boons and melee/weapon damage (the engine's melee scaling), resisted as weapon damage.
• The pull-down and knockup 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.