Lane
5k≈ 6–9 min
10%Extended Magazine800
8%Extra Health800
8%ActiveGrit800
16%Extra Charge800
8%Extra Spirit800
8%ActiveRusted Barrel800




Melts isolated targets
Excelling at one-on-one combat, Wraith isolates targets, eliminating them with ruthless efficiency. Then teleporting away before anyone can retaliate.
10%Extended Magazine800
8%Extra Health800
8%ActiveGrit800
16%Extra Charge800
8%Extra Spirit800
8%ActiveRusted Barrel800



12%Spirit Shredder1,600
16%Battle Vest1,600
18%Enchanter's Emblem1,600
16%Spirit Lifesteal1,600
Upgrade19%Improved Spirit1,600
Upgrade38%Rapid Recharge3,200



8%Kinetic Dash1,600
10%Swift Striker1,600
Upgrade17%Spirit Rend3,200
9%Mystic Vulnerability1,600
11%Suppressor1,600



6%Mystic Shot1,600
Upgrade28%Spiritual Overflow6,400
18%ActiveFury Trance3,200
Upgrade29%Escalating Exposure6,400



14%ActiveBlood Tribute3,200
12%Toxic Bullets3,200
29%ActiveInfuser6,400
Upgrade20%Boundless Spirit6,400
22%ActiveFocus Lens6,400



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.

Deal weapon damage to summon cards of a random suit. Each card can be thrown, dealing damage and applying a different effect depending on its suit. Cards thrown fly towards the enemy or point under your crosshair.
Alt-cast to throw first card
• Bullet hits charge cards (CardResourcePerBulletHit, more on headshots, faster with cooldown reduction); each card is thrown as soon as it is ready, CooldownBetweenCards apart. The fight starts with a full hand (AbilityCharges cards), as every ability starts ready.
• Suits are drawn evenly: spades add SpadeDamageBonus, diamonds shred bullet and spirit resist, hearts heal (expected values). Club slows and jokers 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.