Lane
5k≈ 6–9 min
9%Extended Magazine800
8%Extra Health800
9%ActiveGrit800
12%Extra Charge800
17%Improved Spirit1,600




Lights up enemies and watches them burn
Infernus has many ways to deal damage over time, burning foes before swooping in for the kill. Due to Infernus' blazing speed, his enemies won't be able to escape the flames.
9%Extended Magazine800
8%Extra Health800
9%ActiveGrit800
12%Extra Charge800
17%Improved Spirit1,600



7%Headshot Booster800
26%ActiveAlchemical Fire3,200
12%Enchanter's Emblem1,600
14%Extra Spirit800
17%Mystic Vulnerability1,600
19%Suppressor1,600



13%Spirit Shredder1,600
Upgrade13%Titanic Magazine1,600
26%Toxic Bullets3,200
7%ActiveGrit800
16%Battle Vest1,600
16%Spirit Lifesteal1,600
Upgrade42%Escalating Exposure6,400



7%Mystic Shot1,600
Upgrade21%Spirit Rend3,200
8%Suppressor1,600
Upgrade16%Rapid Recharge3,200
22%Mercurial Magnum6,400



10%Tesla Bullets3,200
25%Boundless Spirit6,400
26%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.

Spew an incendiary mixture, dealing
spirit damage, applying slow, and coating targets in napalm.
• T2 lifesteal counts for the debuff duration, weighted by the ability hit rate.
• T3 healing reduction on the target is not scored (the target doesn't heal in a duel).
• The slow 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.