Combat & Automation
Learn how the server-controlled champion chooses targets, skills, potions, and loot.
Combat is fully autonomous. The server owns the simulation and decides movement, targeting, attacks, skill use, damage, potion use, enemy behavior, drops, and run outcomes. The client shows the synchronized result.
What the champion does
During a map, the character AI:
- explores connected rooms and corridors;
- chooses reachable enemy targets;
- moves into a useful range;
- uses equipped skills when off cooldown and otherwise attacks;
- drinks potions at the configured resource thresholds;
- collects items permitted by the loot filter;
- seeks the boss and remaining enemies;
- returns through a portal when the run ends.
What you decide
Automation settings control policy, not moment-to-moment input. You decide whether the champion continues after a death, which loot is worth picking up, when potions should be consumed, and which maps may be run.
This makes build quality visible. If a champion dies repeatedly, the solution is usually better defenses, sustain, damage, resistances, or targeting coverage, not faster clicking.
Skill selection
The AI uses equipped skills on cooldown against valid monster targets. Range and weapon requirements still apply. When no active skill can be used, the champion falls back to a basic attack.
Builds should avoid long periods where every skill is unavailable. Cooldown reduction, mana support, and a low-cooldown clearing skill help keep damage consistent.
Potions
Life and mana potions hold charges recovered through kills. Each potion has a threshold. When the corresponding resource falls below that threshold and a charge is available, the AI drinks automatically.
Set life thresholds high enough to survive burst damage. A threshold that waits until the champion is nearly dead may be too late at deeper tiers.
Reading a failed run
Use the run state to diagnose the build:
- deaths to many small hits suggest weak mitigation or sustain;
- deaths to elemental enemies suggest resistance gaps;
- slow boss kills suggest weak single-target damage;
- stalled clearing suggests range, cooldown, mana, or weapon-compatibility problems;
- abandoned loot suggests a restrictive filter or a full inventory.
