> For the complete documentation index, see [llms.txt](https://docs.akiraghost.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.akiraghost.com/product-guides/akira-memory/features/combat/randomization.md).

# Randomization

A perfectly steady click rate is easy to spot — real human clicking is never that consistent. The *Multi Clicker* module varies the gaps between clicks so your CPS looks natural. Three variation types are available: **Drop** lowers your rate briefly, **Spike** pushes it up, and **Exhaustion** simulates a gradual slowdown during long fights. Only one of the three can run at a time.

## Settings

**Apply to Left Clicker** (on by default) and **Apply to Right Clicker** (off by default) control which clicker the variation is applied to. **No Same Value** (on by default) stops the randomizer from picking the exact same interval twice in a row, keeping the pattern from developing a detectable rhythm.

## Drop

A Drop briefly lowers your CPS, as if your hand slipped slightly. Real players do this naturally — a small dip every few seconds is expected, not suspicious.

**Drop Enabled** (on by default) lets the variation run. **Drop Adaptive CPS** (off by default) calculates the drop size from your actual CPS at the moment it fires; when it's on, the **Drop CPS** range below is hidden. When Adaptive CPS is off, **Drop CPS** sets the range of CPS reduction applied, from `0.1` to `7.0` (default `2.2–3.3`).

**Drop Mode** chooses how drops are triggered — **Chance** gives each click a random probability of triggering a drop, while **Delay** (the default) fires drops on a timed interval. With Chance selected, **Drop Chance** sets that probability, from `1%` to `100%` (default `20–25%`); with Delay selected, **Drop Delay** sets the interval between drops, from `1` to `60` (default `2.3–3.0`), with a fresh value picked after each drop ends. **Drop Time** sets how many seconds the reduction stays active once a drop fires, from `1` to `10 sec` (default `2–3`).

## Spike

A Spike briefly pushes your CPS above the normal target, mimicking a burst of rapid clicks. Real players spike during combos and fast hits — a short burst followed by a return to baseline is convincing.

**Spike Enabled** (on by default) lets the variation run. **Spike Adaptive CPS** (off by default) scales the spike size from your actual CPS at trigger time, hiding the **Spike CPS** range below when it's on. When Adaptive CPS is off, **Spike CPS** sets the CPS boost applied, from `0.1` to `7.0` (default `2.0–3.5`).

**Spike Mode** chooses how spikes are triggered — **Chance** gives each click a random probability of triggering a spike, while **Delay** (the default) fires spikes on a timed interval. With Chance selected, **Spike Chance** sets that probability, from `1%` to `100%` (default `20–25%`); with Delay selected, **Spike Delay** sets the interval between spikes, from `1` to `60` (default `3–4`). **Spike Time** sets how many seconds the boost stays active, from `1` to `10 sec` (default `2–3`).

## Exhaustion

Exhaustion gradually reduces your CPS over a longer fight, simulating hand fatigue. It's subtle but adds realism to extended combat where clicking perfectly steady for minutes on end wouldn't make sense.

**Exhaustion Enabled** (off by default) lets the variation run. **Exhaustion Adaptive CPS** (on by default) calculates the reduction from your actual click rate, hiding the **Exhaustion CPS** range below when it's on. When Adaptive CPS is off, **Exhaustion CPS** sets the reduction applied, from `1` to `10` (default `3–6`).

**Exhaustion Mode** chooses how exhaustion is triggered — **Chance** gives each click a probability of triggering a phase, while **Delay** (the default) fires it on a timed interval. With Chance selected, **Exhaustion Chance** sets that probability, from `1%` to `100%` (default `5–7%`); with Delay selected, **Exhaustion Delay** sets the interval between phases, from `1` to `60` (default `5–7`). **Exhaustion Time** sets how many seconds each phase lasts, from `1` to `10 sec` (default `4–5`).

{% hint style="success" %}
**Recommended:** leave Drop and Spike both enabled with their defaults — together they produce natural-looking variation without any extra tuning. Keep Exhaustion off unless you're in very long fights; it adds realism but can noticeably hurt your combat performance if the phase hits at a bad moment.
{% endhint %}
