Lane
5k≈ 6–9 min
15%Mystic Shot1,600
19%Enchanter's Emblem1,600
25%Improved Spirit1,600




15%Mystic Shot1,600
19%Enchanter's Emblem1,600
25%Improved Spirit1,600



4%Extra Health800
12%Battle Vest1,600
15%Spirit Lifesteal1,600
34%Superior Cooldown3,200



7%Opening Rounds1,600
13%Spirit Shredder1,600
4%Extra Charge800
38%ActiveRefresher6,400



14%ActiveAlchemical Fire3,200
Upgrade11%Spirit Rend3,200
10%Battle Vest1,600
6%Suppressor1,600
29%Escalating Exposure6,400



8%Toxic Bullets3,200
24%Rapid Recharge3,200
Upgrade30%Boundless Spirit6,400
Upgrade31%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.

Create a bishop that remains in place indefinitely.
Move (
): Moves the bishop, applying a fading slow and dealing
spirit damage to enemies it passes through. After a delay, activates diagonal squares that deal additional
spirit damage when stepped on.
Re-activate to recall all bishops, ending the ability.
• The bishop stays in place; Solomon moves it through the target every move cooldown, and the target steps on its squares for the zone uptime share (assumption zone-uptime).
• T2's second bishop is not scored (one piece is moved per move cooldown). The bishop's aura damage isn't in the tooltip and isn't used.
• The fading slow and dash reduction 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 Solomon 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.