lockfu
The Doorman
Mystic · Pistol

The Doorman

DisorientingMap ControlMind Games
BgunCspiritChybridD45.9% 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
96 DPS1,873 EHP> 10 s TTKSimulate
Buy
9%Headshot Booster8008%Extra Health8008%ActiveGrit8009%ActiveRusted Barrel80016%ActiveCold Front1,600
Abilities
Inventory
4.8k

Early mid

12k≈ 13–16 min
238 DPS3,027 EHP3.1 s TTKSimulate
Buy next
3%Restorative Shot80010%Mystic Shot1,60015%Enchanter's Emblem1,6005%Extra Spirit80045%ActiveRefresher6,400
Sold:
Abilities
Inventory
12k

Mid game

20k≈ 20–24 min
347 DPS5,110 EHP3.3 s TTKSimulate
Buy next
9%Spirit Shredder1,60018%ActiveAlchemical Fire3,2009%ActiveGrit80014%Battle Vest1,60011%Mystic Vulnerability1,600
Sold:
Abilities
Inventory
20k

Late game

32k≈ 30–35 min
499 DPS6,661 EHP3.4 s TTKSimulate
Buy next
8%Spirit Lifesteal1,600Upgrade23%Escalating Exposure6,40025%ActiveFocus Lens6,400
Upgraded: Sold:
Abilities
Inventory
32k

Very late

45k≈ 40 min +
696 DPS7,858 EHP3.4 s TTKSimulate
Buy next
Upgrade10%Spirit Rend3,20014%Toxic Bullets3,200Upgrade26%ActiveInfuser6,4005%Improved Spirit1,60012%Rapid Recharge3,200
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
Call Bell
18s

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.

40
Impact Damage
+0.7 × spirit power
55
Explosion Damage
+1.2 × spirit power
-40%
Weapon Accuracy
28%
Move Speed
Bell Lifetime
3s
scales with ability duration
Debuff Duration
4s
scales with ability duration
Charge Delay
7s
scales with charge cooldown reduction
  1. 1Tier 1
    +1 Charge
  2. 2Tier 2
    +30 Impact Damage
    +40 Explosion Damage
  3. 5Tier 3
    +4.5m Radius
    +26s Bell Lifetime
    Improved Scaling
Partly simulated

• 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.

Growth without items

HealthGun DPS ×10Spirit power ×10
01,0002,0003,00008k16k24k32k40k48k
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

No patch notes mention The Doorman in the captured notes.

Weapon

Service With A Smile
Bullet damage
24
Fire rate
1.47 /s
Magazine
8
Reload
2.4 s
Falloff
20–58 m
Headshot
×1.65
DPS
35.3 / 24.5

Base stats

Health
755
Health regen
1
Move speed
7.9
Sprint speed
1.6
Stamina
3
Light melee
50
Heavy melee
116
Headshot damage taken
1

Per boon

Bullet damage
+1.25
Health
+42
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.

Model notes

  • Service With A Smile pierces (half damage to later targets): extra targets are not counted.