Lane
5k≈ 6–9 min
9%Headshot Booster800
8%Extra Health800
8%ActiveGrit800
9%ActiveRusted Barrel800
16%ActiveCold Front1,600




9%Headshot Booster800
8%Extra Health800
8%ActiveGrit800
9%ActiveRusted Barrel800
16%ActiveCold Front1,600



3%Restorative Shot800
10%Mystic Shot1,600
15%Enchanter's Emblem1,600
5%Extra Spirit800
45%ActiveRefresher6,400



9%Spirit Shredder1,600
18%ActiveAlchemical Fire3,200
9%ActiveGrit800
14%Battle Vest1,600
11%Mystic Vulnerability1,600



8%Spirit Lifesteal1,600
Upgrade23%Escalating Exposure6,400
25%ActiveFocus Lens6,400



Upgrade10%Spirit Rend3,200
14%Toxic Bullets3,200
Upgrade26%ActiveInfuser6,400
5%Improved Spirit1,600
12%Rapid Recharge3,200



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 out a call bell that deals
spirit damage on impact. After a short delay it explodes, dealing additional
spirit damage and causing affected enemies to suffer reduced weapon accuracy and movement slow.
Can be shot to detonate early.
• The bell is shot to detonate it right after it lands (one gun cycle, or its fuse if shorter).
• The weapon accuracy debuff and slow 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 The Doorman 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.