Souls, the shop and item tiers
How the four tiers work, why 800-soul items win early, and how to read a build.
Updated · Patch Nov 4, 2026
The three columns
Every item sits in one of three categories. Weapon (orange) boosts bullets and melee; Vitality (green) adds health, regen, resistances and movement; Spirit (purple) amplifies ability damage, cooldowns, range and duration.
Spending in a category also earns you an investment bonus in that stat: a Weapon-heavy build gets extra weapon damage, a Vitality build extra health, and a Spirit build extra Spirit Power.
Four tiers
Items cost 800, 1,600, 3,200 or 6,400 souls. Tier I items are the best value per soul in the game and decide most lanes. Tier III is your mid-game power spike, and Tier IV items usually come after the 20-minute mark.
- Many higher-tier items upgrade a cheaper component. Buy the component first so you get some of the stats now instead of saving up for one big purchase.
- Active items (they take a hotkey) are marked in our item list; budget at least one for most heroes.
Reading a build
On every hero page, the Builds tab shows the most-bought items for the early, mid and late game, with pick rate and win rate from recent matches. High pick + high win is a core item. High win but low pick is a situational counter worth learning.
Counter-building
If the enemy lives on healing, buy anti-heal: Healbane on spirit heroes, Toxic Bullets on gun heroes. If you keep getting locked down, Debuff Reducer and later Unstoppable shorten the crowd control. Against burst casters, Spirit Shielding and Spirit Resilience; against gunners, Weapon Shielding and Bullet Resilience.
Unsecured souls
Souls from neutral sources are unsecured: Haunt camps, crates and Sinner's Sacrifice machines. The game calls them haunted souls and shows them as a separate number with a red icon on your HUD. They count toward your total and your boons straight away, but you lose them if you die before they’re secured.
They secure on their own. Every second, 0.5% of your remaining unsecured souls are secured, plus a flat amount that starts at 1.6 per second and grows with game time, so a big jungle clear can take a couple of minutes to lock in.
Die holding at least 50 + 5 per minute of game time in unsecured souls (100 at 10 minutes, 150 at 20) and they drop as a Soul Bag that anyone on either team can claim with a Heavy Melee. If nobody does, it disappears after three minutes. Below that threshold the souls are simply gone.
Shopping spends your secured souls first and your unsecured ones after, and anything you’ve turned into an item can’t be lost. After a big farm, a shop trip before a risky fight keeps it safe.
- Heavy Melee the enemy’s Soul Bag as soon as the fight’s over, before they walk back and take it.
- If you need the souls more than your teammate does, claim the bag yourself.
- Catch junglers on their way back from a camp. That’s when they’re carrying the most unsecured souls.