Lane
5k≈ 6–9 min
16%Headshot Booster800
10%Extra Health800
9%ActiveGrit800
16%Extra Spirit800
21%ActiveCold Front1,600




Snipes the unsuspecting
Vindicta has the mobility to engage at her leisure, picking at her prey and bleeding them out slowly. Injured enemies at any distance should fear being picked off when she is on the map.
16%Headshot Booster800
10%Extra Health800
9%ActiveGrit800
16%Extra Spirit800
21%ActiveCold Front1,600



16%Spirit Shredder1,600
14%Spirit Lifesteal1,600
Upgrade14%Weapon Shielding1,600
Upgrade16%Improved Spirit1,600
34%Rapid Recharge3,200



13%Kinetic Dash1,600
Upgrade20%Spirit Rend3,200
18%Toxic Bullets3,200
14%Enchanter's Emblem1,600
14%Spirit Shielding1,600
4%Extra Spirit800
14%Suppressor1,600



10%Battle Vest1,600
24%Boundless Spirit6,400
35%Escalating Exposure6,400



7%Titanic Magazine1,600
12%ActiveBlood Tribute3,200
Upgrade44%ActiveInfuser6,400
24%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.

Throw a stake that tethers enemies to the location where the stake lands. Enemy movement is restricted to the length of the tether.
• Damage on landing hits every enemy in the capture radius.
• The tether, the slow and the movement silence are crowd control: 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.