Lane
5k≈ 6–9 min
6%Headshot Booster800
24%Weapon Shielding1,600
6%Extra Charge800
11%Extra Spirit800
6%Mystic Burst800




6%Headshot Booster800
24%Weapon Shielding1,600
6%Extra Charge800
11%Extra Spirit800
6%Mystic Burst800



14%Mystic Shot1,600
17%Spirit Shredder1,600
18%Compress Cooldown1,600
Upgrade19%Improved Spirit1,600
11%Mystic Vulnerability1,600
Upgrade28%Rapid Recharge3,200



14%ActiveAlchemical Fire3,200
4%ActiveGrit800
14%Spirit Lifesteal1,600
16%Surge of Power3,200



11%Toxic Bullets3,200
4%Extra Spirit800
Upgrade18%Superior Cooldown3,200
Upgrade29%Boundless Spirit6,400
Upgrade35%Escalating Exposure6,400



7%Titanic Magazine1,600
Upgrade27%Spirit Rend3,200
Upgrade26%Spiritual Overflow6,400
6%Enchanter's Emblem1,600
Upgrade17%Surge of Power3,200
28%Mercurial Magnum6,400



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.

Taking any damage passively charges up your Pain Battery.
Once full, activating the ability fires multiple shocking bolts, dealing
spirit damage once per target.
• Starts charged; refills with damage taken (the scenario's incoming damage after defences, plus Jumpstart and Aura self damage) × BatteryGenerationPercent (cooldown reduction speeds it up), up to StoredDamageHealthPercentRequired of max health. Fired as soon as it is full and off cooldown; the cast delay holds the gun.
• T1 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.