Lane
5k≈ 6–9 min
9%Headshot Booster800
8%Extra Health800
8%ActiveGrit800
8%ActiveRusted Barrel800
20%ActiveCold Front1,600




9%Headshot Booster800
8%Extra Health800
8%ActiveGrit800
8%ActiveRusted Barrel800
20%ActiveCold Front1,600



17%Mystic Shot1,600
25%ActiveAlchemical Fire3,200
5%Extra Regen800
14%Enchanter's Emblem1,600
Upgrade14%Spirit Shielding1,600
5%Extra Spirit800



7%Spirit Shredder1,600
6%ActiveGrit800
10%Battle Vest1,600
32%Escalating Exposure6,400



Upgrade12%Spirit Rend3,200
20%Toxic Bullets3,200
9%Spirit Lifesteal1,600
7%Suppressor1,600
19%Boundless Spirit6,400



Upgrade20%ActiveInfuser6,400
6%ActiveSpirit Sap1,600
13%Torment Pulse3,200
14%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.

Throw a jar of leeches that attach to enemies, dealing
spirit damage over time and eating away at the duration of enemy buffs.
• Leech stacks are permanent (a quarter is lost on death) and a jar every cooldown can return up to LeechCount of them: Harrow is assumed to start the fight with the maximum stacks (T3 included), giving their fire rate, regeneration and T2 spirit power. That is optimistic in the first minutes of a match and right after buying T3.
• The leeches deal their damage per second on the target for the duration (one value per target, not per leech); picking them up heals for the health drained.
• Eating away enemy buff durations and T1 stamina drain 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).
No patch notes mention Nurse Harrow in the captured notes.
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.