Lane
5k≈ 6–9 min
11%Headshot Booster800
8%Extra Health800
7%ActiveGrit800
7%Extra Charge800
18%ActiveCold Front1,600




Locks down the enemy team
Dynamo keeps himself and his allies healthy while waiting for his moment. Few things can warp a team fight more than a well-coordinated use of Singularity.
11%Headshot Booster800
8%Extra Health800
7%ActiveGrit800
7%Extra Charge800
18%ActiveCold Front1,600



3%Extended Magazine800
16%Battle Vest1,600
16%Enchanter's Emblem1,600
Upgrade16%Spirit Shielding1,600
Upgrade31%Rapid Recharge3,200



9%Spirit Shredder1,600
15%ActiveAlchemical Fire3,200
12%Toxic Bullets3,200
10%Mystic Vulnerability1,600



8%Mystic Shot1,600
Upgrade13%Spirit Rend3,200
12%Bullet Resilience3,200
12%Spirit Resilience3,200
Upgrade29%Escalating Exposure6,400



12%ActiveHeroic Aura3,200
21%ActiveFocus Lens6,400
20%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.

Release an energy pulse that travels along the ground, dealing
spirit damage and applying
knockup.
• Hits the duelled target (and every target in multi-target scenarios) after the cast delay.
• The knock-up and the T2 slow are not scored; the T2 bullet resist reduction is.
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.