Event guide · Halloween 2026

Soulkiller on Insane: The Bar, Soul Vessels and the Nightmare Clock

111 Insane battles from Debrief replays: what the Power Struggle bar really does, what a lost Soul Vessel costs, and how much time Nightmare needs.

We’ve been reading Soulkiller replays on Debrief since the event started. Here’s what 111 Insane battles, including 18 confirmed wins and 41 that reached Nightmare, say about the questions we see asked most.

111unique Insane battles
18confirmed wins
2:23median time to kill Nightmare in a win
4 of 18wins had a Soul Vessel captured

1. How the Power Struggle bar actually works

The bar runs from −500 to +500 and starts at 0; plus is your side. The rules are the same on every difficulty and did not change with the mid-event balance patches.

EventBar
Any enemy sunk (DD, CA or BB, no difference)+45
Soul Vessel sunk+105 (kill +45, bonus +60)
Soul Vessel captured / escapes−120
Drift toward Ludwig, from about 0:45−3 every ~2 s (about −90 a minute)
Milestones held at spawnYour main-gun damageDamage Nightmare takesYour main guns vs Nightmare
1 (+150)+2%+5%+7%
2 (+300)+4%+10%+15%
3 (+450)+6%+16%+23%

2. Soul Vessels don’t decide the game for a team that can win

Losing Soul Vessel 1 to a capture feels like the run is over. For a team that can kill Nightmare, it isn’t.

If your team is strong enough, play on after a capture rather than resetting.

3. How long Nightmare takes, and the clock to work back from

Time to kill Nightmare in the 18 Insane wins, from spawn to sink: fastest 1:21, median 2:23, slowest quarter 3:53 or more, longest 4:54.

So the time he spawns sets your odds. Of the 18 winning teams, this many would still have finished inside 15:00 if he had spawned at:

Nightmare spawns atWinning teams still finishing in time
10:0018 of 18
11:0014 of 18
12:0011 of 18
13:005 of 18

No recorded team won after Nightmare spawned later than 12:08.

Benchmarks for each wave

Waves arrive when you clear them (the Soul Vessel gone and at most one escort left), so your pace sets the clock. Median wave starts in the 18 wins:

StageMedian start in winsAim to be there by
Wave 22:12~2:15
Wave 35:42~5:45
Nightmare9:19~9:30, 10:00 at the latest

The balance patches show in your pace, not the boss

Players got damage and armour buffs one and two weeks into the event. They show up in how fast teams clear the waves, but the Nightmare fight itself took about as long throughout.

Battles playedBattlesWinsNightmare spawn (wins, median)Time to kill (wins, median)
Before Oct 1274410:242:33
Oct 12–181989:192:37
Oct 19 on1868:492:23

Small samples per period: read the direction, not the exact seconds. Your margin comes from clearing the waves faster.

4. Winning the Nightmare fight

Nightmare never arrives alone. Every time he spawns he brings the same four escorts: two Hipper, a Tashkent and a Zieten. That makes the last few minutes a question of where your damage goes, and of who is still afloat to deal it.

Fires and his secondaries

Nightmare carries 18 secondary mounts. Knocking them out and keeping him on fire both go along with winning, but neither is what makes the kill fast:

Burst damage is what kills him. Fires and a quieter secondary battery make the fight survivable, and staying afloat is what separates the wins from the losses. Better teams also simply land more HE, so treat this as a pattern, not proof that fires win games.

Every ship has a job, the cruiser included

Insane teams sail the same three event ships, almost always as two Night Shard destroyers, two Iron Gale battleships and one Ether Tempest cruiser. The cruiser has a reputation as a damage piñata, and it does die the most, but when it survives it pulls its weight:

In winning gamesNight Shard (DD)Iron Gale (BB)Ether Tempest (CA)
Share of Nightmare’s damage, per ship25%14%16%
Share of the team’s damage over the battle, per ship25%19%16%
Sunk12%21%44%

Per ship, so the two destroyers and two battleships are each counted once. Damage is attributed from the replay: a close estimate, not the game’s own figure.

The cruiser is the team’s first loss in 37% of battles, about twice its share as one ship in five. It isn’t a decoy by design, it is just the easiest thing on the map to delete. Keep it alive and it does about as much damage to Nightmare as a battleship.

Watch the winning games on Debrief

Free, no login:

How these numbers were made

111 unique Insane battles uploaded to Debrief between Oct 6 and Oct 21. A battle recorded by two players counts once. A replay stops when its recorder leaves, so only battles that show Nightmare sunk or the 15:00 limit count as results. Samples are small (18 wins), so read the medians as a guide, not a law.

These replays were uploaded before Debrief started reading loadouts, so they can’t yet say which battle boosters or commanders work best in Soulkiller. Replays uploaded from now on carry every player’s loadout, and that question is next.

Got a Soulkiller run? Upload it to Debrief to see your bar, wave times and the Nightmare fight, and to add it to the next count.