Lane
5k≈ 6–9 min
9%Headshot Booster800
9%Extra Health800
8%ActiveGrit800
13%Extra Charge800
16%ActiveCold Front1,600




Bounces about dispensing trick shots
Holliday depends on her skills as a crack shot, shooting things she's bounced into the air. With good aim she can lay out heavy damage. Her movement skills let her isolate her enemies or beat a hasty retreat.
9%Headshot Booster800
9%Extra Health800
8%ActiveGrit800
13%Extra Charge800
16%ActiveCold Front1,600



11%Mystic Shot1,600
15%Battle Vest1,600
17%Enchanter's Emblem1,600
Upgrade18%Weapon Shielding1,600
Upgrade30%Rapid Recharge3,200



9%Spirit Shredder1,600
10%Titanic Magazine1,600
19%ActiveAlchemical Fire3,200
15%Spirit Shielding1,600
9%Bullet Resist Shredder1,600
9%Suppressor1,600



10%Intensifying Magazine1,600
12%Kinetic Dash1,600
11%Swift Striker1,600
19%Hollow Point3,200
18%Sharpshooter3,200
19%ActiveFury Trance3,200
34%ActiveVampiric Burst6,400
26%Mercurial Magnum6,400



8%Recharging Rush1,600
14%Berserker3,200
27%Spellslinger6,400
17%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.

Throw a barrel that explodes after a delay, dealing
spirit damage, setting enemies on fire and applying
knockup.
The barrel can be detonated early by being shot, melee'd, or detonated by another barrel.
The burn stacks, so overlapping barrels burn for their combined damage.
Can be Alt-Cast to place the barrel in front of Holliday.
• Holliday shoots the barrel as it lands (toss duration): impact damage, then the burn.
• Burns stack: overlapping barrels (charges) burn for their combined damage.
• The knock-up 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.