lockfu
Wraith
Marksman · Rapid Fire

Wraith

Melts isolated targets

Excelling at one-on-one combat, Wraith isolates targets, eliminating them with ruthless efficiency. Then teleporting away before anyone can retaliate.

DuelistIsolatorTelekinetic
SgunAspiritShybridB50.7% 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
140 DPS1,809 EHP5.9 s TTKSimulate
Buy
10%Extended Magazine8008%Extra Health8008%ActiveGrit80016%Extra Charge8008%Extra Spirit8008%ActiveRusted Barrel800
Abilities
Inventory
4.8k

Early mid

12k≈ 13–16 min
317 DPS3,517 EHP3.8 s TTKSimulate
Buy next
12%Spirit Shredder1,60016%Battle Vest1,60018%Enchanter's Emblem1,60016%Spirit Lifesteal1,600Upgrade19%Improved Spirit1,600Upgrade38%Rapid Recharge3,200
Upgraded: Sold:
Abilities
Inventory
12k

Mid game

20k≈ 20–24 min
498 DPS5,259 EHP4 s TTKSimulate
Buy next
8%Kinetic Dash1,60010%Swift Striker1,600Upgrade17%Spirit Rend3,2009%Mystic Vulnerability1,60011%Suppressor1,600
Upgraded: Sold:
Abilities
Inventory
19.2k

Late game

32k≈ 30–35 min
849 DPS6,576 EHP3.6 s TTKSimulate
Buy next
6%Mystic Shot1,600Upgrade28%Spiritual Overflow6,40018%ActiveFury Trance3,200Upgrade29%Escalating Exposure6,400
Upgraded: Sold:
Abilities
Inventory
32k

Very late

45k≈ 40 min +
1,067 DPS7,590 EHP3.7 s TTKSimulate
Buy next
14%ActiveBlood Tribute3,20012%Toxic Bullets3,20029%ActiveInfuser6,400Upgrade20%Boundless Spirit6,40022%ActiveFocus Lens6,400
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
Card Trick
0.6s
2 charges

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

45
Damage
+0.55 × spirit power
60%
Bonus Damage
-7%
Bullet and Spirit Resist Reduction
24%
Move Speed
60
Heal
+0.5 × spirit power
  1. 1Tier 1
    —
  2. 2Tier 2
    +40 Damage and increased Spirit Scaling
  3. 5Tier 3
    All suits are improved and higher chance for Jokers
Partly simulated

• 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.

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

  • ▼Card Trick heart heal reduced from 75 to 60 2026-09-16
  • ▼Card Trick heart heal spirit scaling reduced from 0.75 to 0.5 2026-09-16
  • ▼Card Trick Diamond Bullet and Spirit Resist reduction reduced from -8% to -7% 2026-09-16
  • ▼Card Trick T3 Diamond Bullet and Spirit Resist reduction reduced from -5% to -4% 2026-09-16
  • ▼Card Trick T3 Clubs slow from +20% to +15% 2026-09-16
  • •Fixed Project Mind getting caught on edges/corners when aiming past it 2026-09-16
  • ▲Full Auto spirit damage per bullet scaling increased from 0.03 to 0.045 2026-09-16
  • ▼Card Trick Heart heal spirit scaling reduced from 1 to 0.75 2026-08-12
  • ▼Full Auto T3 spirit scaling reduced from +0.06 to +0.045 2026-08-12
  • •Card Trick cards now have specific suites with special bonuses. 2026-03-06
  • ▲Card Trick base charge count increased from 1 to 2 2026-03-06
  • ▼Card Trick base damage reduced from 60 to 45 2026-03-06
  • ▼Card Trick spirit scaling reduced from 1.0 to 0.55 2026-03-06
  • •Card Trick buildup now takes 20% longer 2026-03-06
  • ▲Card Trick cooldown reduced from 0.75s to 0.5s 2026-03-06
  • ▲Card Trick post cast time reduced from 0.2s to 0.1 2026-03-06
  • •Card Trick now highlights the card that will be throw next. 2026-03-06
  • ▲Card Trick now has unique sounds for each card suite that is summoned. 2026-03-06
  • ▲Card Trick T1 increased from "+1 Charges" to "+2 Charges" 2026-03-06
  • ▲Card Trick T2 changed from "+35 Damage" to "+40 Damage and increased spirit scaling (+0.4)" 2026-03-06
  • ▲Card Trick T2 changed from "+50% Card Summon Rate and 30% slow for 1s" to "Improves Card Suites and increased joker chances" (new totals are Spades: 2.5x, Diamond: -13%, Heal: 150/2.0, Clubs: 50%, Joker: 1/5th chance) 2026-03-06
  • •Fixed Project Mind interaction with stuns 2026-03-06
  • ▼Full Auto no longer affects allies (previously gave half fire rate to allies) 2026-03-06
  • ▼Full Auto duration no longer scales with Spirit Power 2026-03-06
  • ▲Full Auto cooldown reduced from 48s to 45s 2026-03-06
  • ▲Full Auto base ability now deals +2 Spirit Damage Per Bullet (0.03 Spirit Scaling) 2026-03-06
  • ▲Full Auto T1 increased from -14s Cooldown to -20s 2026-03-06
  • ▲Full Auto T2 changed from "2.52 Spirit Damage per Bullet" to "+10% Fire Rate and +3s Duration" 2026-03-06
  • ▲Full Auto T3 changed from "+15% Bullet and Spirit Lifesteal and increased spirit scaling" to "Unlimited Ammo and increased spirit scaling (+0.06)" 2026-03-06
  • ▼Telekinesis cooldown increased from 110s to 120s 2026-03-06
  • ▼Telekinesis cast range reduced from 20m to 14m 2026-03-06
  • ▼Telekinesis cast time increased from 0.1s to 0.3s 2026-03-06
  • ▼Telekinesis no longer has a projectile, it now instantly lifts the target for 0.75s and gives you a location target on the ground. After the 0.75s is over, it'll throw the hero towards that location up to 15m away. The target will take 100 Damage, 40% move slow and prevent stamina/movement-item and ability usage for 3s. 2026-03-06
  • ▼Telekinesis T1 changed from "-25s Cooldown" to "+100 Damage" 2026-03-06
  • ▲Telekinesis T2 changed from "+0.75s Silence and Disarm Duration" to "-50s Cooldown" 2026-03-06
  • •Telekinesis T3 changed from "Bounces to nearby target" to "+1.5s Debuff duration and +6m Throw and Cast Range 2026-03-06
  • ▼Card Trick Spade reduced from +70% to +60% 2026-03-06
  • ▼Card Trick Heart scaling reduced from 1.25 to 1.0 2026-03-06
  • ▲Card Trick T3 Heart scaling increased from 0.5 to 0.75 2026-03-06
  • •Fixed Card Trick Heart heal doing full value for non-heroes (instead of half) 2026-03-06
  • ▼Telekinesis debuff duration reduced from 3s to 2.75s 2026-03-06
  • ▼Card Trick cooldown increased from 0.5s to 0.6s 2026-03-06
  • ▼Card Trick Joker no longer bounces to other targets 2026-03-06
  • ▼Card Trick gaining charges (AP or shop) no longer automatically builds them up 2026-03-06
  • •Card Trick can now be alt casted to fire from the inverse order 2026-03-06
  • ▼Card Trick T3 Spade bonus reduced from +50% to +40% 2026-03-06
  • ▼Card Trick T3 Heart healing scale reduced from +0.75 to +0.5 2026-03-06
  • ▼Telekinesis cast range reduced from 14m to 13m 2026-03-06
  • ▼Telekinesis throw range reduced from 14m to 13m 2026-03-06
  • ▼Telekinesis cast delay increased from 0.3s to 0.35s 2026-03-06
  • •Card Trick heart now only heals for half the amount for secondary targets in the area 2026-03-06
  • •Card Trick now randomly pulls cards out of a 2 deck stack (lowers overall variance. Gets a new 2 deck stack after that is depleted) 2026-03-06
  • ▼Project Mind cooldown increased from 42s to 46s 2026-03-06
  • ▲Project Mind T3 cooldown increased from -28s to -32s 2026-03-06
  • •Full Auto T3 now interrupts/finishes an ongoing reload 2026-03-06
  • ▼Telekinesis cast time increased from 0.35s to 0.45s 2026-03-06
  • ▼Telekinesis debuff duration reduced from 2.75s to 2.25s 2026-03-06
  • ▼Telekinesis cast range reduced from 13m to 10m 2026-03-06
  • ▼Telekinesis cooldown increased from 120s to 130s 2026-03-06
  • ▲Card Trick base damage increased from 55 to 60 2025-11-21

Weapon

The Rake
Bullet damage
5.64
Fire rate
10.6 /s
Magazine
52
Reload
2.82 s
Falloff
18–52 m
Headshot
×1.65
DPS
59.7 / 37.9

Base stats

Health
730
Health regen
2
Move speed
7.2
Sprint speed
1.6
Stamina
3
Light melee
50
Heavy melee
116
Headshot damage taken
1

Per boon

Bullet damage
+0.14
Health
+35
Melee damage
+1.58
Spirit power
+1.1

35 boons in all, the last at 49.2k souls.

Spirit scaling
Sprint Speed+0.05 per spirit

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.