Lane
5k≈ 6–9 min
6%Headshot Booster800
17%Enchanter's Emblem1,600
8%Mystic Burst800
17%ActiveCold Front1,600




Burrows underneath his enemies
By burrowing through the ground, Mo and Krill can get the drop on almost anyone; and once they get in close the results can be devastating.
6%Headshot Booster800
17%Enchanter's Emblem1,600
8%Mystic Burst800
17%ActiveCold Front1,600



13%Mystic Shot1,600
25%ActiveAlchemical Fire3,200
6%ActiveGrit800
12%Extra Spirit800
11%ActiveRusted Barrel800
15%Mystic Vulnerability1,600



8%Spirit Shredder1,600
12%Battle Vest1,600
11%Spirit Lifesteal1,600
Upgrade9%Improved Spirit1,600
17%Superior Duration3,200



Upgrade24%ActiveInfuser6,400
13%Torment Pulse3,200
Upgrade28%Escalating Exposure6,400



16%Titanic Magazine1,600
12%ActiveBlood Tribute3,200
Upgrade18%Spirit Rend3,200
22%Tesla Bullets3,200
15%Toxic Bullets3,200
Upgrade19%Boundless Spirit6,400
31%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.

Deal damage to nearby enemies and heal yourself based on the damage done. Heal is stronger against enemy heroes.
• Heals for the damage dealt to heroes times the hero multiplier (every target in multi-target scenarios).
• T3: stacking damage-taken debuff from Mo & Krill, refreshed by each cast.
• Scorn can be cast during Combo in the game; the engine does not let it interrupt the channel.
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.