Lane
5k≈ 6–9 min
6%Headshot Booster800
18%Enchanter's Emblem1,600
9%Extra Spirit800
18%ActiveCold Front1,600




Weakens his enemies and chases them down
Warden leads from the front, jumping into the fray and hindering his opponents' ability to fight effectively. But what Warden considers brave, others consider reckless, and if he's not careful he can easily find himself in over his head.
6%Headshot Booster800
18%Enchanter's Emblem1,600
9%Extra Spirit800
18%ActiveCold Front1,600



13%Mystic Shot1,600
23%ActiveAlchemical Fire3,200
5%Extra Health800
Upgrade17%Improved Spirit1,600
17%Mystic Vulnerability1,600



7%Spirit Shredder1,600
8%Suppressor1,600
Upgrade30%Escalating Exposure6,400



12%Toxic Bullets3,200
7%Battle Vest1,600
13%Bullet Resilience3,200
Upgrade23%Boundless Spirit6,400



Upgrade11%Spirit Rend3,200
26%ActiveFocus Lens6,400
22%ActiveScourge6,400



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 flask that damages and reduces the weapon damage and move speed of enemies it hits.
• The target's weapon damage reduction (and the T3 fire rate slow) count toward survivability for the weapon debuff's duration, at the ability hit rate.
• The move speed slow and T1 stamina loss are 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.