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The Battle View transforms multi-agent execution into a visual arena where Claude agents battle each other in real-time.

Accessing

Navigate to Orchestration view → click the Battle tab (sword icon, amber colored).

Arena

Agents are positioned on a dark arena map with a dot-grid background. Each agent appears as an avatar sprite with:
  • Name tag — randomly assigned agent name (Nova, Atlas, Spark, etc.)
  • Avatar — unique beam-style avatar generated from the name
  • HP Bar — health bar that decreases as tokens are consumed (200 max HP, 1 HP per 1K tokens)
  • Power indicator — current token usage and cost
  • Action bubble — shows the last tool call in a speech bubble

Combat Mechanics

Projectiles

When an agent uses tokens (every task:usage event), it fires a projectile at a random other active agent:
  • 6 attack types: Fireball, Lightning, Plasma, Ice, Poison, Bomb
  • Each agent has a consistent attack type based on their ID
  • Projectiles fly in an arc with colored trail particles
  • Higher token usage = larger projectile + more damage

Damage

  • Damage scales with token count: tokens / 8000 (max 40)
  • Critical hits at power >= 14: shows “CRIT! -35” with large text and burst effect
  • Target agent shakes and flashes white on hit
  • HP bar decreases with color transition (green → yellow → red)

Explosions

On impact:
  • Radial gradient flash (larger on crits)
  • Shrapnel particles fly outward
  • Critical hits show a large explosion effect

File Conflicts

When agents access the same file:
  • Red dashed SVG lines connect conflicting agents with “VS” marker
  • Conflict files listed in the battle log below the arena
  • Clash count shown in the arena header

Victory & Defeat

  • Completed tasks: Gold trophy crown, emerald glow, bounce animation
  • Failed tasks: Skull icon, grayscale, reduced opacity

Agent Idle Animation

Active agents bob up and down with a sine-wave animation, giving the arena a lively feel.