Lane
5k≈ 6–9 min
5%Headshot Booster800
8%Extra Health800
8%ActiveGrit800
8%Extra Charge800
14%ActiveCold Front1,600




Electrocutes crowds of enemies
Seven thrives in a skirmish waiting for the time to strike. Then he rolls into the fight like a storm and batters his enemies with a cascade of lightning.
5%Headshot Booster800
8%Extra Health800
8%ActiveGrit800
8%Extra Charge800
14%ActiveCold Front1,600



7%Spirit Shredder1,600
Upgrade12%Spirit Shielding1,600
4%Extra Spirit800
39%Escalating Exposure6,400



16%ActiveAlchemical Fire3,200
4%ActiveGrit800
8%Battle Vest1,600
10%Enchanter's Emblem1,600
9%Spirit Lifesteal1,600
6%Extra Charge800
10%ActiveCold Front1,600



7%Mystic Shot1,600
9%Recharging Rush1,600
5%Swift Striker1,600
Upgrade13%Spirit Rend3,200
14%Toxic Bullets3,200
Upgrade34%ActiveInfuser6,400
7%Improved Spirit1,600



5%ActiveCold Front1,600
10%Torment Pulse3,200
Upgrade17%Boundless Spirit6,400
22%ActiveFocus Lens6,400



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.

Shoot a ball of lightning that travels in a straight line. Does damage to all targets in its radius. Slows down when damaging enemies and stops if it hits the world.
• The ball shocks the target for the zone uptime share of its lifetime (assumption zone-uptime).
• T2 slow is 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).
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.