THE BEHAVIOR BOOK

what your bug is learning, and how to teach it

Your bug has a brain of its own. Every fight it survives — and every fight you drive it through — leaves a mark. The learned behaviors panel in the lobby is that mark made legible: a list of the tactics your bug actually reaches for, and how good it has got at each one.

This page explains all thirty-six of them: what each one is, when your bug will try it, and what you can do to make it try it more often.

How a bug learns

A bug is not a difficulty setting. It carries a private set of weights — one row per behavior — scored against what it can see right now: how far away you are, who is hurt, whose legs are missing, who is winding up, who is on the glass, how long the fight has run, and what species it is looking at. When a situation comes up, every behavior gets a vote weighted by how well that choice has worked in situations that felt like this one before.

There are two ways the weights move.

1. It fights, and finds out

Whenever your bug is under AI control — practice bots, or your own bug fighting while you watch — it picks its moves through those weights, and the jar answers. Choices that were followed by something good get reinforced. Choices followed by something bad get pushed down.

2. It watches you

When you drive, the bug is still taking notes. Your button stream is read against the same list of behaviors, several times a second: back away while they bleed and that is venom kiting; swing at a spider still recovering from a miss and that is punish the whiff. Those get filed exactly like the bug's own choices — only they count 1.5×, because a demonstration is worth more than a guess. Habits rub off on their own; results are what make them stick.

Not every behavior can be demonstrated. Thirteen of them describe plans too long or too situational to read off a button stream — perching on the glass to ambush, baiting a charge, working a wounded leg. Those are marked OWN FIGHTS below: your bug can only find them by fighting. Send it into practice matches and let it drive.

What counts as paying off

Credit lands on whatever your bug was doing in the last couple of seconds, and it fades with age — full credit under 0.6s, half under 1.2s, a quarter under 2.5s, nothing after that. So the reward attaches to the choice that actually set the moment up.

what happenedcreditto whom
your strike lands+2 per damageyou gain it, they lose the same
you sever a leg+40a leg is a lesson
your silk connects+24the caster
your venom is tickingup to +24kiting choices only
you heal while clearup to +24wound-licking and wall-climbing only
you brace and it blocks+2 per damage stoppedbracing only
their attack hits nothing+12dodging and cone discipline only
you wrench out of a pincer+14the escape
your pincer closes on a leg+10the grab

Several rewards are deliberately narrow: healing only pays the choices that bought the clearance, and a whiffed strike only pays a dodge. Otherwise every bug would learn that standing still is great, because good things sometimes happen while you stand still.

Reading the panel

punish the whiff
7/10 · 214x +1
silk opener
2/10 · 31x
perch ambush
what you seewhat it means
7/10Proficiency. How practised this behavior is, 0 to 10. It rises on successful uses, not attempts.
214xUses. How many times the bug has committed to it. Holding a behavior across several moments — a long retreat, a held spacing — counts once, not fifty times.
+1Growth. Proficiency gained in the fight that just ended. The event feed calls out the top three.
Never used. The behavior exists; this bug has not reached for it yet.

Hover a row in-game for the full line: what the behavior is, how many times it has been used, and the share of those uses that paid off.

Proficiency climbs steeply and then hardens. A signature behavior — one your bug leans on every fight — reaches 4/10 around 50 matches, 8/10 around 200, and mastery at 10/10 somewhere near 275. Behaviors it rarely picks idle at 0–3 forever, which is the point: the shape of the list is your bug's personality, and no two veterans look alike.

A behavior never dies and never becomes certain. However badly a tactic has gone, your bug keeps a small chance of trying it again; however well it has gone, it never fires every single time. A bug that had stopped considering an option could never discover the fight where it was the right one.

The behaviors 36 total

REFLEX imperative survival — it always happens, it is not a choice, but it is still counted. TEACHABLE your driving demonstrates it. OWN FIGHTS only discovered by fighting under AI control. PINCER needs claws and a sting — scorpions only.

Staying alive

survive on stumpsREFLEX
dragging clear when legs run out

Down to two legs, a bug cannot walk — it drags its belly along the ground and keeps going. This one is never gambled on: if it is crawling, it is crawling. It still appears in the panel, because how much of its life a bug has spent as a crawler says something about it.

fires when
six or more legs are gone
break and runTEACHABLE
fleeing when badly hurt

Turning tail outright. Cheap in pride, expensive to get wrong — a bug that runs from a foe who is also running turns the fight into a stalemate, and running from a healthy hunter just gives them your back.

fires when
badly hurt with the foe still dangerous
teach it
under a third health, turn away and hold W without attacking
lick woundsTEACHABLE
buying space to heal

Breaking off deliberately to let the blood stop. A bug only heals when it is genuinely clear — well out of reach, out of combat for a few seconds, and not poisoned — and each round grants a finite pool, so this buys a comeback, not immortality.

fires when
hurt, with room to back off
teach it
hold S to back away below half health from more than five paces out
pays off
every point actually healed
take the glassOWN FIGHTS
climbing out of reach to heal

The wall version of licking wounds: go up where a ground-bound pursuer has to commit to the climb, and bleed the clock while healing. Cheeky, and genuinely hard to punish.

fires when
hurt, near the glass or already on it, with healing left in the pool
pays off
every point healed up there
corner escapeOWN FIGHTS
running the wall arc to open space

Pinned against the glass, a bug can panic straight into it. This is the alternative: run the curve of the jar instead of the wall itself and come out with the floor back.

fires when
backed up near the rim with the foe closing
wrench freeOWN FIGHTS
tearing a held leg out of a pincer

A scorpion's claw holds a leg for over three seconds — long enough to sting you at leisure. Tearing loose costs a chunk of that leg but cuts the hold to about a second. Any species learns this one; you only need to be the one getting grabbed.

fires when
a pincer has your leg right now
pays off
getting out

Reading the other bug

sidestepTEACHABLE
dodging wind-ups and silk

The whole body rears before a strike, and a web takes a moment to gather at the spinnerets. Both are visible. Stepping off the line during that moment is the cheapest defence in the game — it costs nothing but position.

fires when
the foe is winding up a strike or casting silk
teach it
A/D the instant they rear — and do not press attack
pays off
+12 when their attack resolves into thin air
braceTEACHABLE
guarding through a strike

Crouch and take it. You lose the exchange on paper and win it in practice, because a braced hit does a fraction of its damage and leaves them recovering right in front of you.

fires when
a strike is already committed and dodging is too late
teach it
hold C as they rear
pays off
every point of damage the brace stopped
cone disciplineTEACHABLE
skirting a loaded pounce line

A pounce is a straight line, and it only exists while their stamina and cooldown allow it. Standing in that line with their gun loaded is how bugs die. This is the habit of noticing, and stepping out of it.

fires when
you are in their facing cone and their pounce is ready
teach it
pure strafe — A/D with no forward or back — while they have you lined up
pays off
+12 when the pounce finds nothing
respect displaysTEACHABLE
backing off a rearing foe

A threat display weakens your bites for a few seconds. Giving ground until it lapses is the honest answer — and against a bug that actually has the health to back the display up, the correct one.

fires when
the foe rears up at you
teach it
hold S while they are displaying

Taking the opening

punish the whiffTEACHABLE
striking a recovering foe

Every missed strike ends in a recovery the attacker cannot cancel. That window is the single most reliable free damage in the jar, and good bugs live in it.

fires when
their attack has just missed, or they are exhausted, and you are within reach
teach it
attack the moment their swing ends short
press the windowTEACHABLE
attacking while their pounce is spent

Subtler than punishing a whiff: their pounce is on cooldown or their stamina is gone, so for a few seconds they simply cannot answer a committed attack. Walking in during that gap is safe in a way it never is otherwise.

fires when
their pounce is unavailable and you are inside five and a half paces
teach it
attack when the fight tells you their gun is empty
trade throughTEACHABLE
answering a strike with a strike

They are winding up; instead of dodging or bracing, you swing too. Both land. Whether that is brave or stupid depends entirely on who has the health to spend — and a bold bug finds out either way.

fires when
a strike is incoming and you attack into it
teach it
attack into their wind-up; also counts if you attack while pushing forward within a moment of backing off
snare burstTEACHABLE
bursting a webbed or crawling foe

A bug held by silk, or reduced to crawling, cannot get away from you. This is the instinct to drop everything and cash that in before it wears off.

fires when
the foe is snared or crawling
teach it
attack hard the moment silk lands or their legs give out
call the bluffTEACHABLE
rushing a threat display

A displaying bug is rooted. If you read the display as fear rather than dominance, charging it is free damage on a target that cannot move — and it cancels the display outright.

fires when
the foe is mid-display
teach it
attack instead of backing off when they rear
leg focusingOWN FIGHTS
working a wounded leg off

Damage pools per leg, and a leg that has taken enough comes off for good. Rather than spreading damage around, this returns to the leg already hanging — and unlike health, a lost leg does not come back inside the fight. Each one costs them about 7% of their pace; at three legs they can no longer sprint at all and move at half speed; at two they are down to a crawl.

fires when
a visibly wounded leg is within reach
pays off
+40 when the leg comes off

Position and patience

spacingTEACHABLE
holding poke range unloaded

The default state of a competent bug: sit at the edge of reach, threaten nothing, commit to nothing, and wait for them to make the first mistake. It is the most-used behavior on most veterans' panels.

fires when
mid-range, nothing urgent, nothing desperate
teach it
hover between two and six paces without attacking
protect the leadTEACHABLE
making the loser come to you

You are ahead on health. Every second that passes is a second you win, so there is no reason on earth to walk into their range — make them solve the problem.

fires when
comfortably ahead and out of range
teach it
while winning, stop advancing and stop attacking
flankingTEACHABLE
angling past a loaded foe

You need to close, but walking up the middle of a loaded pounce is suicide. So approach on a diagonal — arriving from outside the line they are aiming down.

fires when
closing on a foe whose pounce is ready and who has you in their cone
teach it
advance at an angle rather than straight at them
bait and punishOWN FIGHTS
a feint retreat, then fangs

Give ground to invite a committed chase, then turn and meet it. Rare, and devastating when it reads correctly — the whole plan lives or dies on whether they actually take the bait.

pays off
+12 when their committed attack finds empty air
stamina baitingOWN FIGHTS
letting them exhaust themselves

Stay just close enough to seem worth attacking, just far enough that every attack misses. An exhausted bug cannot pounce, cannot bite well, and cannot escape — so the fight is decided before you have thrown a punch.

fires when
at the edge of their reach with their stamina falling

Closing the distance

ram chargeTEACHABLE
running them straight down

No cleverness at all: sprint at them and arrive. Against a trapper still gathering silk, or anyone who wanted more room than you are giving them, blunt works.

fires when
lined up on them at a distance with room to build speed
teach it
hold SHIFT+W straight at a foe from more than three paces
charge linesOWN FIGHTS
long runs that end in a slam

The committed version, on its own cooldown: a genuine run-up that ends in a body slam. It knocks bugs around rather than cutting them — a ram is blunt and never takes a leg off — but it moves them where you want them.

fires when
there is clear ground to build up and the slam is off cooldown
side lashTEACHABLE
striking with the near-side legs instead of turning

Something is beside you, and turning to face it takes time you do not have. So hit it with the legs already pointing that way. Less damage than a proper bite, available instantly.

fires when
a foe is close but well off your facing
teach it
attack while they are beside you — without turning to face them first
threat displayTEACHABLE
rearing up to unnerve

Rear up on your back legs and make yourself enormous. A foe caught inside the cone hits noticeably softer for the next few seconds. The catch: displaying roots you in place, so a bug that calls it walks in free. Bugs display to press an advantage, to bluff when hurt, and to buy back stamina.

fires when
the foe is close and facing you
teach it
press T (or E in chase camera)

Silk and venom

silk openerTEACHABLE
opening with a web

Lead with silk. A connected web pins several legs at once — the bug is not frozen, but it is slowed badly and every step costs it. Everything you want to do afterwards gets easier.

fires when
the range is right and the web is off cooldown
teach it
press Q
pays off
+24 when the silk actually connects
web the cornerOWN FIGHTS
silk when their exits are gone

Silk is far better spent on a bug that has nowhere to go. Waiting for them to put their own back to the glass, and only then casting, is the difference between a web and a trap.

fires when
the foe is pinned near the rim
venom kitingTEACHABLE
letting the poison fight

Once venom is in them it does not need your help. Disengaging and staying disengaged means the poison collects its damage for free — and a poisoned bug cannot heal, so every second you refuse the fight is a second they cannot afford.

fires when
the foe is poisoned and you are still close enough to be hit
teach it
hold S and give ground while they are poisoned
pays off
the venom's damage as it ticks
sting and climbOWN FIGHTS
poison them, then climb away

Venom kiting taken vertical: land the poison, then take the glass, where following you is expensive and the venom keeps working regardless.

pays off
the venom's damage while you are out of reach

The height game

perch ambushOWN FIGHTS
waiting high, dropping on approach

Climb, stop, and wait. A bug on the wall above you is genuinely awkward to deal with — and it is choosing the moment the fight restarts.

fires when
up on the glass with the foe approaching below
death from aboveOWN FIGHTS
the drop pounce

The payoff of the perch. Launch off the wall onto a bug beneath you and the fall itself is added to the blow — roughly a tenth more damage per unit of height dropped, up to a considerable bonus from the rim. The most spectacular thing a bug can learn.

fires when
hanging above a foe with a clear line down
knock them downOWN FIGHTS
breaking a climber's grip

The answer to everything above. Hit a bug that is holding the glass and its grip fails — it slips, falls, and arrives at the bottom having lost the entire plan it climbed up for.

fires when
the foe is on the wall and you can reach them

Claws and sting scorpions only

A scorpion fights with equipment a spider does not have, so it has tactics a spider will never show. These slots simply never fire for a spider — the same way a scorpion never casts silk. The one exception is wrench free, above: any bug can learn that, because any bug can get caught.

pincer holdPINCERTEACHABLE
snipping to clamp and keep a leg

The claw closes on a leg and keeps it for over three seconds. This is the scorpion's web: no silk involved, same result — a bug that is not going anywhere while you decide what to do about it.

fires when
close in, with nothing currently held
teach it
attack at close range as a scorpion
pays off
+10 when the claw closes
sting the heldPINCERTEACHABLE
stinging a foe the pincer holds

What the claw is for. A held bug cannot dodge, and the tail comes over the top at leisure. The whole body rears for a moment before the whip, though, which is the one warning the victim gets.

fires when
you are holding them
teach it
press SPACE while your claw has them
mouth bitePINCERTEACHABLE
chewing the leg its pincer holds

Less dramatic than the sting and often better: chew on the leg you are already holding. Slightly weaker than a clean bite, but it renews the grip as it goes — and it is aimed squarely at a limb you are trying to take off.

fires when
you are holding them
teach it
press E (bite) while your claw has them
sting flurryPINCEROWN FIGHTS
the rapid multi-jab sting

Rather than one committed strike, a burst of quick jabs. Chosen at the moment the sting resolves — you do not aim it, your scorpion decides whether this is a flurry sort of moment.

fires when
a sting lands and the flurry is chosen over the single strike

Raising a bug you like

Drive it yourself to set the style. Your demonstrations count for half again as much as its own choices, and the habit rubs off even before the results come in. Ten fights driven by you will visibly bend a young bug.

Let it fight alone to fill the gaps. Thirteen behaviors — the perch, the drop, the baits, the corner traps — can only be found by a bug making its own decisions. A bug you only ever drive will have a lopsided panel.

Be consistent early. A young bug learns fast and a veteran barely moves: learning rate falls with every use of a behavior, so the first fifty matches write most of the personality. Nothing is ever fully locked — unused habits fade on their own — but late changes come slowly.

Do not expect all ten across the board. A bug good at everything would be a bug with no character. High marks in five or six behaviors and near-nothing in the rest is exactly what a strong veteran looks like.

It learns who it is fighting. Your bug can see whether it faces a spider or a scorpion, and every behavior can hold a different opinion for each. A bug raised against one species may need time to work out the other.