Lane
5k≈ 6–9 min
13%Mystic Shot1,600
12%Extra Health800
10%Extra Spirit800
17%Suppressor1,600




13%Mystic Shot1,600
12%Extra Health800
10%Extra Spirit800
17%Suppressor1,600



19%Spirit Shredder1,600
11%Swift Striker1,600
24%Spirit Lifesteal1,600
60%ActiveRefresher6,400



8%Mystic Shot1,600
10%Battle Vest1,600
15%Enchanter's Emblem1,600
3%Extra Charge800
Upgrade9%Improved Spirit1,600
9%Mystic Vulnerability1,600



16%ActiveBlood Tribute3,200
Upgrade13%Spirit Rend3,200
6%Suppressor1,600
Upgrade12%Rapid Recharge3,200
Upgrade33%Escalating Exposure6,400



6%Mystic Shot1,600
13%Burst Fire3,200
Upgrade29%Boundless Spirit6,400
28%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.

Passive: Collect death when anything dies nearby and store it in your Jar of Dead.
Active: Throw a jar to summon Deadheads that repeatedly deal
spirit damage to enemies.
Deadheads follow you instead if there's no nearby enemies, and prioritize the target of your weapon.
• Assumes the jar is stocked with death (the duel has no deaths to collect): a jar every charge delay.
• Each deadhead hits once per target search (the average of its min and max search delay, sped up by fire rate) for its lifetime; ability accuracy covers deadheads that miss or get shot down.
• T1 heal on pickup and T2 slow 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.