Lane
5k≈ 6–9 min
17%Headshot Booster800
9%Extra Health800
8%ActiveGrit800
13%Extra Charge800
21%ActiveCold Front1,600




17%Headshot Booster800
9%Extra Health800
8%ActiveGrit800
13%Extra Charge800
21%ActiveCold Front1,600



10%Extended Magazine800
28%ActiveAlchemical Fire3,200
Upgrade13%Spirit Shielding1,600
11%ActiveRusted Barrel800
13%Quicksilver Reload1,600



Upgrade17%Headhunter3,200
12%Battle Vest1,600
12%Enchanter's Emblem1,600
15%Weapon Shielding1,600
13%ActiveDecay3,200
14%Tankbuster3,200



9%Titanic Magazine1,600
15%Spirit Rend3,200
22%Toxic Bullets3,200
11%Spirit Lifesteal1,600
16%ActiveFury Trance3,200
10%Suppressor1,600
12%Torment Pulse3,200
26%Escalating Exposure6,400



8%Enchanter's Emblem1,600
9%Bullet Resilience3,200
Upgrade29%ActiveInfuser6,400
12%Rapid Recharge3,200
26%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.

Throw your trusty pillow inflicting
spirit damage and heavy
knockback.
Landing hits reduces the cooldown of your other abilities.
• A hit (ability hit rate) takes the cooldown reduction off Naptime's running cooldown.
• The knockback and the move slow are not scored; the T2 fire-rate slow counts as less incoming damage.
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.