lockfu
Venator
Marksman · Crossbow

Venator

DevoutArms ExpertTactical
SgunAspiritShybridD47.2% 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
148 DPS1,999 EHP4.6 s TTKSimulate
Buy
22%Opening Rounds1,6009%ActiveGrit80015%Battle Vest1,60010%ActiveRusted Barrel800
Abilities
Inventory
4.8k

Early mid

12k≈ 13–16 min
327 DPS3,918 EHP0.9 s TTKSimulate
Buy next
22%Titanic Magazine1,60030%Hollow Point3,20011%Extra Health80014%Enchanter's Emblem1,6009%Bullet Resist Shredder1,600
Sold:
Abilities
Inventory
12k

Mid game

20k≈ 20–24 min
627 DPS5,382 EHP2.4 s TTKSimulate
Buy next
9%Opening Rounds1,60015%Bullet Lifesteal1,60035%ActiveRefresher6,400
Sold:
Abilities
Inventory
20k

Late game

32k≈ 30–35 min
1,024 DPS6,535 EHP2.7 s TTKSimulate
Buy next
13%ActiveAlchemical Fire3,20014%Berserker3,200Upgrade24%ActiveFury Trance3,20026%ActiveFocus Lens6,400
Upgraded: Sold:
Abilities
Inventory
32k

Very late

45k≈ 40 min +
1,132 DPS8,991 EHP2.5 s TTKSimulate
Buy next
18%Sharpshooter3,20018%Lucky Shot6,40023%Spellslinger6,4005%Enchanter's Emblem1,60027%ActiveVampiric Burst6,400
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
Consecrating Grenade
25s

Fire a grenade that bounces before exploding, dealing
weapon damage and setting enemies on fire.

Burning targets deal
pure damage
to enemies in the area and suffer from reduced healing.

35
Damage
+1 × bonus weapon damage
-30%
Incoming Healing
10
Damage Per Second
Burn Duration
3.5s
scales with ability duration
Burn Radius
4.5m
scales with ability range
Cast Delay
0.03s
  1. 1Tier 1
    —
  2. 2Tier 2
    +1.5m Radius & +1.0s Burn Duration
  3. 5Tier 3
    -20% Incoming Healing and allow Charges
Fully simulated

• The explosion is weapon damage (bullet resist applies); the burn is pure damage on the burning target for its whole duration.

• Reduced healing on the target is not scored (the target doesn't heal in a duel).

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

  • •Ira Domini now works with Ricochet, all the shots will bounce 2026-09-16
  • •Ira Domini can now split shot (releases 1 extra bolt on each side, 3 total) 2026-09-16
  • ▼Sprint speed reduced from 1.5m to 1m 2026-07-28
  • ▼Bullet falloff range reduced from 20m-51m to 18m-47m 2026-07-28
  • ▼Ira Domini cooldown no longer starts after the conclusion of the ability, now starts immediately 2026-07-28
  • ▲Ira Domini blessed stakes damage increased from 100 to 115 2026-07-28
  • ▲Health increased from 790+43/boon to 830+48/boon 2026-05-22
  • ▲Hex-Lined Snap Trap T3 increased from +25% Damage Against Revealed Targets to +30% 2026-05-22
  • ▲Hex-Lined Snap Trap T3 now also grants +1 Charge 2026-05-22
  • ▼Gutshot damage scaling reduced from 0.8 to 0.7 2026-04-30
  • ▼Gutshot wall hit damage scaling reduced from 0.9 to 0.8 2026-04-30

Weapon

51:20
Bullet damage
8
Fire rate
7.94 /s
Magazine
33
Reload
2.8 s
Falloff
18–47 m
Headshot
×1.65
DPS
63.5 / 37.9

Base stats

Health
820
Health regen
2
Move speed
6.4
Sprint speed
1
Stamina
3
Light melee
50
Heavy melee
125
Headshot damage taken
1

Per boon

Bullet damage
+0.27
Health
+43
Melee damage
+1.7
Spirit power
+1.1

35 boons in all, the last at 49.2k souls.

Spirit scaling
Tech Armor Damage Reduction+0.1218 per spirit
Bullet Armor Damage Reduction+0.1218 per spirit

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.