lockfu
Violet
Mystic · Projectile

Violet

AmbitiousNimbleCreativeIn development
AgunSspiritAhybridB50.5% 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
183 DPS1,959 EHP7.3 s TTKSimulate
Buy
14%Mystic Shot1,60010%Extra Health8009%ActiveRusted Barrel80020%Improved Spirit1,600
Abilities
Inventory
4.8k

Early mid

12k≈ 13–16 min
312 DPS4,203 EHP5.7 s TTKSimulate
Buy next
12%Battle Vest1,60016%Enchanter's Emblem1,60015%Spirit Lifesteal1,60015%Extra Charge80018%Mystic Vulnerability1,600
Abilities
Inventory
12k

Mid game

20k≈ 20–24 min
503 DPS5,393 EHP4.4 s TTKSimulate
Buy next
9%Spirit Shredder1,60017%ActiveAlchemical Fire3,20010%ActiveSpirit Sap1,600Upgrade26%Rapid Recharge3,200
Upgraded: Sold:
Abilities
Inventory
19.2k

Late game

32k≈ 30–35 min
745 DPS6,326 EHP4.2 s TTKSimulate
Buy next
12%Toxic Bullets3,200Upgrade23%Boundless Spirit6,400Upgrade29%Escalating Exposure6,400
Upgraded:
Abilities
Inventory
32k

Very late

45k≈ 40 min +
1,072 DPS6,939 EHP3.4 s TTKSimulate
Buy next
7%Kinetic Dash1,600Upgrade14%Spirit Rend3,200Upgrade23%ActiveFocus Lens6,40024%Mercurial Magnum6,400
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
Living Ink
22s
2 charges

35
Damage
+0.7 × spirit power
1.5s
Cooldown Reduction per Hit
120%
Bullet Damage
25m
Max Drawing Size
+0.12 × spirit power
20s
Drawing Duration
scales with ability duration
Duration
10s
scales with ability duration
Cast Delay
0.1s
Charge Delay
7s
scales with charge cooldown reduction
  1. 1Tier 1
    -4s Cooldown
    +15m Max Drawing Distance
  2. 2Tier 2
    On Empower: Gain +10% Fire Rate for 10s, stacking 5 times
  3. 5Tier 3
    +1s Cooldown Reduction Per Hit
    Improve scaling
Partly simulated

• Empower: the next Max Shots bullets are steered (they hit at the ability hit rate), deal the bullet damage multiplier without headshots and splash spirit damage; Violet fires slower meanwhile.

• Each steered hit takes the cooldown reduction off every running ability cooldown (half off item cooldowns); the passive refreshes Flow State whenever another ability is cast.

• Draw (the ink wall) is 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
05001,0001,5002,00008k16k24k32k40k48k
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

Changed in the game files
  • • Violet added: — → Violet (6782 → 6815)

No patch notes mention Violet in the captured notes.

Weapon

Creative Solutions
Bullet damage
30
Fire rate
1.54 /s
Magazine
15
Reload
2.7 s
Falloff
20–64 m
Headshot
×1.65
DPS
46.2 / 36.1

Base stats

Health
710
Health regen
2
Move speed
6.9
Sprint speed
2.5
Stamina
3
Light melee
50
Heavy melee
116
Headshot damage taken
1

Per boon

Bullet damage
+0.55
Health
+34
Melee damage
+1.2
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.