Lane
5k≈ 6–9 min
9%Headshot Booster800
7%Extra Health800
7%ActiveGrit800
8%Mystic Burst800
16%ActiveCold Front1,600




Times his shots and catches fleeing targets
Mirage can envelop himself in a violent tornado to catch up to enemies and lift them up. His scarabs help him sustain against multiple enemies, and he's always ready to help an ally or punish an enemy anywhere.
9%Headshot Booster800
7%Extra Health800
7%ActiveGrit800
8%Mystic Burst800
16%ActiveCold Front1,600



14%Extended Magazine800
10%Mystic Shot1,600
12%Battle Vest1,600
24%Enchanter's Emblem1,600
22%ActiveDecay3,200



11%Spirit Shredder1,600
Upgrade28%Titanic Magazine1,600
25%Toxic Bullets3,200
13%Spirit Lifesteal1,600
4%Extra Spirit800
39%Escalating Exposure6,400



10%Swift Striker1,600
Upgrade19%Spirit Rend3,200
11%Torment Pulse3,200
20%Boundless Spirit6,400



13%ActiveAlchemical Fire3,200
23%Diviner's Kevlar6,400
20%Mercurial Magnum6,400



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.

Infest an enemy with fire scarabs, stealing life from them and causing them to deal reduced damage.
• Steals DPS for StealDuration (damage dealt and healed); charges are chained back to back, since re-applying only refreshes the duration.
• The target deals OutgoingDamagePenaltyPercent less weapon and spirit damage while the scarabs last (less damage taken). Healing amp doesn't raise the life steal.
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.