# Player skills overview

<a href="/pages/FKIXadRwWxzAYYvxa3mp" class="button primary" data-icon="list-check">Skill entries</a> <a href="/pages/Mo3FhsX4C1h05eRWzCLn" class="button secondary" data-icon="crosshairs">Combat system</a><a href="/pages/4mqsnDhXzMMPzD1WbDav" class="button secondary" data-icon="chevrons-up">Upgrades</a>

{% hint style="info" %}
**No skill buttons**

Skills trigger automatically.

The only manual actions are **Health Potion** and **Armor Potion**.
{% endhint %}

### The basics (60 seconds)

Skills matter because they decide your damage, safety, and pacing.

You “aim” skills with movement, since targeting is automatic.

You win runs by drafting upgrades that make one plan consistent.

#### What to optimize (at a glance)

{% columns %}
{% column width="25%" %}
**Coverage**

Hits many enemies.

Think AoE, pierce, chain, extra projectiles.
{% endcolumn %}

{% column width="25%" %}
**Uptime**

Happens often.

Think cooldown, trigger rate, attack speed.
{% endcolumn %}

{% column %}
**Reliability**

Doesn’t whiff while moving.

Think wide shapes and forgiving targeting.
{% endcolumn %}

{% column %}
**Safety**

Buys space.

Think knockback, slow, dash, shields.
{% endcolumn %}
{% endcolumns %}

{% hint style="warning" %}
In auto-combat, **reliable damage** usually beats “big” damage.
{% endhint %}

### Skill types (quick)

{% tabs %}
{% tab title="Automatic attacks" %}
Repeatable skills that fire on a loop.

These usually carry your wave clear.
{% endtab %}

{% tab title="Passives" %}
Always-on modifiers and stat boosts.

These smooth out runs and scaling.
{% endtab %}

{% tab title="Triggers" %}
Proc on events like hit, kill, crit, or low HP.

These love high uptime and high enemy density.
{% endtab %}

{% tab title="Mobility / survival" %}
Repositioning and defensive tools.

Dash can be automatic. Treat it as a safety net.
{% endtab %}
{% endtabs %}

### Upgrade picks (simple rules)

{% stepper %}
{% step %}

### 1) Fix wave clear first

Take **coverage** upgrades before pure damage.
{% endstep %}

{% step %}

### 2) Increase uptime

More casts = more consistent control.

Look for cooldown, trigger rate, attack speed.
{% endstep %}

{% step %}

### 3) Scale damage

Add damage/crit once hits are consistent.
{% endstep %}

{% step %}

### 4) Patch what kills you

If you’re dying, take defense or mobility.

Don’t “greed” one more damage pick.
{% endstep %}
{% endstepper %}

{% hint style="info" %}
If you feel weak, it’s usually **coverage** or **uptime** first.

Damage comes after.
{% endhint %}

### What “good” looks like in auto-combat

{% tabs %}
{% tab title="Reliable patterns" %}

* around-you hits (circles, pulses)
* forgiving projectiles (multi-shot, pierce, chain)
* persistent zones (damage stays while you move)
  {% endtab %}

{% tab title="Unreliable patterns" %}

* narrow “needle” lines
* long cooldown bursts with lots of dead time
* single-target-only kits in high density
  {% endtab %}
  {% endtabs %}


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