Lane
5k≈ 6–9 min
10%Headshot Booster800
7%Extra Health800
4%ActiveGrit800
9%Extra Spirit800
21%ActiveCold Front1,600




Sets up a power duo with a lucky ally
Ivy has disruptive combat tricks that slow and stun enemies. She's most effective when linking up with an ally, empowering her and her ally's guns as well as sharing heals.
10%Headshot Booster800
7%Extra Health800
4%ActiveGrit800
9%Extra Spirit800
21%ActiveCold Front1,600



10%Mystic Shot1,600
13%Enchanter's Emblem1,600
Upgrade13%Improved Spirit1,600
29%Rapid Recharge3,200



9%Spirit Shredder1,600
11%Battle Vest1,600
34%Escalating Exposure6,400



10%Recharging Rush1,600
9%Titanic Magazine1,600
Upgrade16%Spirit Rend3,200
14%Toxic Bullets3,200
12%Spirit Lifesteal1,600
Upgrade28%Boundless Spirit6,400



11%ActiveAlchemical Fire3,200
11%Bullet Resilience3,200
27%ActiveFocus Lens6,400
25%Transcendent Cooldown6,400



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.

Summon a patch of choking thorns that damages and slows enemies in its radius.
• The target stands in the thorns for the zone uptime share of their duration (assumption zone-uptime).
• T3: a target in the thorns for the entangle time is immobilized in them for the entangle duration, which keeps it burning. 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.