Lane
5k≈ 6–9 min
10%Headshot Booster800
8%Extra Health800
8%ActiveGrit800
9%ActiveRusted Barrel800
18%ActiveCold Front1,600




Dives down to stomp his foes
Lash gives his enemies little room to breathe, either by flying in from long distances to initiate combat with unsuspecting enemies, or pursuing said enemies when they try to run.
10%Headshot Booster800
8%Extra Health800
8%ActiveGrit800
9%ActiveRusted Barrel800
18%ActiveCold Front1,600



9%Mystic Shot1,600
15%Battle Vest1,600
22%Enchanter's Emblem1,600
Upgrade16%Spirit Shielding1,600
9%Extra Charge800
22%Tankbuster3,200



11%Intensifying Magazine1,600
20%Titanic Magazine1,600
17%Hollow Point3,200
19%Sharpshooter3,200
29%ActiveFury Trance3,200
12%Bullet Resist Shredder1,600
11%Quicksilver Reload1,600



13%Swift Striker1,600
31%ActiveVampiric Burst6,400
Upgrade27%Mercurial Magnum6,400



12%Weakening Headshot1,600
20%Lucky Shot6,400
29%Spellslinger6,400
8%Surge of Power3,200



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.

Stomp the ground beneath you, damaging enemies in front of you. If you perform Ground Strike while airborne, you quickly dive towards the ground. Damage grows slower after 25m.
• Scored as a stomp from the ground: the damage per meter fallen (StompDamagePerMeterPrimary/Secondary, and the T3 that raises it) needs a dive height no property or assumption gives, so it is not scored.
• The T2 knock-up and 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.