lockfu
Nurse Harrow
Marksman · Projectile

Nurse Harrow

StrictTerrifyingSavior
DgunCspiritChybridB51.1% win rateOpen in simulator

Builds

optimised by the simulator · generated 2026-10-23
≥ 25% of offensive souls in each; vitality is free.

Lane

5k≈ 6–9 min
80 DPS2,037 EHP> 10 s TTKSimulate
Buy
9%Headshot Booster8008%Extra Health8008%ActiveGrit8008%ActiveRusted Barrel80020%ActiveCold Front1,600
Abilities
Inventory
4.8k

Early mid

12k≈ 13–16 min
179 DPS3,848 EHP9.9 s TTKSimulate
Buy next
17%Mystic Shot1,60025%ActiveAlchemical Fire3,2005%Extra Regen80014%Enchanter's Emblem1,600Upgrade14%Spirit Shielding1,6005%Extra Spirit800
Upgraded: Sold:
Abilities
Inventory
12k

Mid game

20k≈ 20–24 min
345 DPS5,660 EHP6.8 s TTKSimulate
Buy next
7%Spirit Shredder1,6006%ActiveGrit80010%Battle Vest1,60032%Escalating Exposure6,400
Sold:
Abilities
Inventory
20k

Late game

32k≈ 30–35 min
413 DPS6,547 EHP6.3 s TTKSimulate
Buy next
Upgrade12%Spirit Rend3,20020%Toxic Bullets3,2009%Spirit Lifesteal1,6007%Suppressor1,60019%Boundless Spirit6,400
Upgraded: Sold:
Abilities
Inventory
32k

Very late

45k≈ 40 min +
526 DPS7,067 EHP5.6 s TTKSimulate
Buy next
Upgrade20%ActiveInfuser6,4006%ActiveSpirit Sap1,60013%Torment Pulse3,20014%Transcendent Cooldown6,400
Upgraded: Sold:
Abilities
Inventory
44.8k

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.

How builds are chosen

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.

Abilities

Ability 1
Leech Therapy
30s

Throw a jar of leeches that attach to enemies, dealing
spirit damage over time and eating away at the duration of enemy buffs.

23
Damage Per Second
+0.19 × spirit power
0.65s
Buff Duration Drain Per Second
0.6
Health Regen Per Leech
+0.13 × boons
5%
Fire Rate Per Leech
Max Leech Stacks
10
Leech Crawl Range
8m
Duration
5s
scales with ability duration
Cast Delay
0.1s
  1. 1Tier 1
    Leeches drain stamina and restore it to you on pickup
  2. 2Tier 2
    -10s Cooldown
    +4 Spirit Power Per Leech
  3. 5Tier 3
    +1m Radius
    +0.3 Spirit Scaling
    +8 Max Leech Stacks
Partly simulated

• 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.

Growth without items

HealthGun DPS ×10Spirit power ×10
05001,0001,5002,00008k16k24k32k40k48k
Value by net worth

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).

Patch history

Changed in the game files
  • • Nurse Harrow added: — → Nurse Harrow (6782 → 6815)

No patch notes mention Nurse Harrow in the captured notes.

Weapon

Code Blue
Bullet damage
14.9
Fire rate
2.63 /s
Magazine
11
Reload
1.9 s
Falloff
20–58 m
Headshot
×1.65
DPS
39.1 / 26.9

Base stats

Health
730
Health regen
0
Move speed
6.8
Sprint speed
2.5
Stamina
3
Light melee
50
Heavy melee
116
Headshot damage taken
1

Per boon

Bullet damage
+0.374
Health
+32
Melee damage
+1.58
Spirit power
+1.1

35 boons in all, the last at 49.2k souls.

Investment bonuses

SoulsWeapon dmgBase healthSpirit
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.