Run decisions
Build planning
Turn random drops into a route with a core, flex slots, and a clear exit.

Lock the core
Start with one hunter interaction and one repeatable weapon trigger. Those two facts define the build; everything else either strengthens that loop, protects it, or covers a matchup.
Classify every effect
Mark an effect as always active, conditional, or unknown before comparing it. Only confirmed always-on values belong in deterministic totals. Trigger chains remain visible beside the total instead of being silently assumed.
Reserve flex slots
Do not fill every Relic or Tarot slot with a narrow requirement. Keep room for health, reload, or resistance answers and use the current Difficulty and co-op composition to decide how much safety the route needs.
Define the exit condition
Know what missing drop makes the route fail. When that point arrives, stop paying for the old plan and redirect future choices toward the strongest complete loop already present in the inventory.
Respect the legal loadout
A plan has one hunter, two weapon slots, one compatible part per weapon, up to ten Relics, up to five Tarot cards, and one choice from each of the five personal-upgrade rows. Team Talents use a separate tree and prerequisites.
Share a three-part result
Before sharing a build, separate the baseline that is always active, the scenario effects that require a proc or enemy state, and any value that remains unknown. This keeps a strong conditional route useful without presenting its best-case burst as permanent output.