Use when an enemy moveset has unreadable pressure, weak punish opportunities, repetitive loops, excessive overlap with nearby enemies, or balance changes are leaking into unrelated player timing systems.
Installs into .claude/skills of the current project.
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---
name: enemy-kit-balance
description: Use when an enemy moveset has unreadable pressure, weak punish opportunities, repetitive loops, excessive overlap with nearby enemies, or balance changes are leaking into unrelated player timing systems.
---
# Enemy Kit Balance
This skill owns **individual enemy move budgets and kit trade-offs**. `attack-tell` owns warning channels, `group-tactics` owns multi-enemy concurrency, and `difficulty-design` owns difficulty scaling policy.
## Modes
| Mode | Kit emphasis |
|---|---|
| poke-guard | frequent low-commitment pressure with authored gaps |
| burst-duelist | higher commitment burst and punish windows |
| swarm-chaff | simple low-cost moves intended for groups |
| artillery | range pressure with authored close-range weaknesses |
## Move budget
For every move publish logical startup/tell handoff, active interval, recovery, repeat/cooldown resource, damage/reaction, range and any armor/guard interaction. Values are project data; clip length does not substitute for the logical table.
A kit may have one or several high-impact moves depending on encounter role. What matters is that their combined frequency, overlap, coverage and counterplay fit the encounter budget. Do not impose a universal “one scary move” law.
Punishability is defined by the selected game's legal response windows: movement escape, block/parry, interrupt, reposition, resource response, single hit, combo, and so on. Do not require every whiffed heavy to permit a universal two-hit confirm.
## Encounter interaction
When multiple enemies can pressure simultaneously, combine the kit table with `group-tactics` concurrency limits. A move that is fair in a duel may be invalid when several copies overlap. Tune the enemy or encounter budget before secretly shrinking player dodge, input buffer, hitstop or recovery contracts.
## Acceptance
Record move-table data and the intended counter for each high-impact action. Test the kit alone and in representative encounter compositions from `group-tactics`. Measure warning-to-activation, punish windows, repeat cadence and overlapping unavoidable threat. A patch should be explainable as kit/encounter data changes rather than hidden edits to unrelated player timing.