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Load builds into a party, pick creatures or PvP targets, and run Arena or Mass simulations.
The Battle Simulator estimates combat from your loaded builds: auto-attacks, optional spells, creature defenses, and consumables. The stage shows Party on the left and Creatures (or PvP opponents) on the right. Use PvE (Single Battle) for a readable Arena fight, PvE (Mass Simulation) for averaged farming estimates, or PvP (Single Battle) to pit builds against each other.
Add a character to the Party, then Edit the card (pencil) to open the build popup — the same tools as the Character Builder. Import a lodge or planner link, or browse builds From the Lodge. The card shows the build name (or Unnamed build) so the stage stays focused.
Tools → Battle Simulator, or /battle-simulator.
Edit the party card → Import to paste a link, or From the Lodge to pick a saved build. Footer Copy link / Copy state share the current setup.
Add as many characters as you need on the left. The first party member is the one you play: when Auto-Pilot is off, you only control that character (spells, consumables, and hotkeys). Everyone else in the party stays on Auto-Pilot at all times — they follow their spell and consumable conditions and keep trying to hit the current target.
Spell and consumable icons on the card show quick combat info: the hotkey badge sits on the bottom-right of each icon, and planned consumables also show remaining quantity on the top-left. Cooldown overlays appear on the icon while an ability or potion is recharging.
Add one or more creatures on the right (or opponent builds in PvP). You can stack several creatures for a denser pull: they all attack you at the same time. On Auto-Pilot, the first creature is always the target. With Auto-Pilot off, you can pick which creature to focus individually. Area spells have a chance to hit more than one creature in the pack.
Each creature card shows HP plus combat stats used by the sim: armor, defense, attack, experience, and attack speed (including the seconds between swings). Match those numbers to the hunt you care about so mitigation and time-to-kill stay realistic.
PvE (Single Battle) runs a detailed Arena fight: swing timing, damage ticks, and time-to-kill. Use it to debug rotations and see whether a pull looks realistic.
Options include Auto-Pilot and Manual. Auto-Pilot plays the fight using your rotation and planned consumables. With Auto-Pilot off, you cast spells and use consumables yourself on the first party member.
Simulate movement accounts for kiting and repositioning between swings instead of standing still the whole fight — useful when your build relies on movement abilities or spacing.
AoE hit chance opens a table of hit % by area size (1–5 cells) for area spells. Larger areas cannot have a lower chance than smaller ones. Tune it when you want stricter or looser AoE reliability against multi-creature pulls.
PvE (Mass Simulation) runs many iterations for average kills, time windows, or farming-style summaries. Prefer Mass when you care about expected value over many pulls.