Progression mode and farming mode
Progression mode moves to the next zone after a successful encounter. It is the correct choice while normal enemies and bosses fall reliably. Farming mode holds the current zone, allowing the team to collect gold and equipment without repeatedly failing against a wall.
A boss encounter is timed. If the health bar does not fall quickly enough, return to a profitable farming zone, buy hero levels or skills, inspect the stat breakdown and try again. The maximum-zone control returns to the furthest available area after revisiting an earlier one.
Hero DPS is the idle foundation
Heroes attack without continuous player input. Gold raises their levels, while passive skills unlock at fixed checkpoints and multiply or extend their contribution. A newer hero often begins with stronger base values, but an older hero can remain relevant through learned passives, team effects and evolution bonuses.
The purchase multiplier controls how many levels are bought at once. Large multipliers are efficient after a long offline period; smaller increments are useful near a skill checkpoint. Holding an upgrade button repeats the selected purchase amount without changing the intended multiplier.
Click damage provides controlled bursts
Manual clicks land where the player touches or points. Click-focused talents, combo bonuses, equipment and Rune of Raw Might can turn those attacks into a separate progression path. Because clicks require activity, they are most valuable when a boss is close enough for a short burst to matter.
Auto-clickers repeat an assigned action. They can attack the enemy or support compatible controls and active skills. An auto-clicker placed on the monster displays its damage from the finger position, making repeated hits readable without filling the whole battlefield with moving numbers.
Use active skills as a sequence
Active abilities create temporary windows of speed, damage or utility. Activating every skill as soon as it becomes available is simple, but not always optimal. A stronger approach is to prepare the team, start the effects that amplify later attacks, then use direct-damage skills while those multipliers overlap.
Skill timers are recalculated after resets and real elapsed time. The tooltip reflects the current run rather than retaining the duration from before an Apotheosis. Auto-clickers can maintain supported skills, but placing them deliberately matters because their number is limited.
Read the statistics before spending
The DPS and Click values in the top interface open detailed breakdowns. These panels separate heroes, talents, blessings, equipment, achievements, combo and permanent systems. A low final value can come from one missing multiplier rather than insufficient hero levels.
When a boss survives, compare its remaining health with the current damage output. A nearly successful attempt may need one upgrade or a better skill sequence. A large gap usually means the run should farm, awaken or change the resource being prioritized.
Team levels reward broad investment
Combined hero-level milestones grant repeating team bonuses. This gives lower-cost heroes a purpose even when one late hero supplies most visible DPS. The Hero Tier panel shows the current combined total and the next team bonus so broad upgrades can be compared with investing everything in one carry.
- Advance automatically while encounters are comfortable.
- Switch to farming when the next boss is clearly out of reach.
- Buy nearby passive skills and useful team milestones.
- Stack active effects for the next boss attempt.
- Check the stat breakdown before committing major resources.
