You can now control how hard Claude thinks — per skill, per task
Here's a feature most people are sleeping on: effort levels. You can now tell Claude exactly how hard to think — and you can set it differently for each skill. This means your quick lint check runs fast and cheap at low effort, while your security audit gets max brainpower. No more switching settings manually between tasks. ⚓ What Effort Controls - Thinking depth — at low, Claude often skips thinking entirely. At max (Opus only), it can reason for thousands of tokens before writing a word - Tool call appetite — at higher effort, Claude reads more files, runs extra commands, and explores before acting. At low, it does the minimum - Speed and cost — low is fastest and cheapest. Max is slowest and most expensive ⚓ Four Levels - low — simple questions, quick lookups, formatting tasks - medium — day-to-day coding (the default on Opus 4.6) - high — complex debugging, architecture decisions, multi-file refactors - max — deep analysis, security audits, hard algorithmic problems (Opus 4.6 only) ⚓ The Killer Feature: Per-Skill Effort Add effort: low or effort: max to your skill's frontmatter and it overrides the session level automatically when that skill runs. Each skill carries its own thinking budget. Imagine a toolkit where: - /quick-check runs at low effort — fast lint, instant results - /review runs at high effort — thorough code review - /deep-review runs at max effort — full security audit, no stone unturned You never change your session settings. Each skill knows how hard to think. ⚓ Quick Session Control You can also control effort for the whole session: - /effort low — for quick tasks - /effort high — for complex work - /effort max — full power (Opus only, current session only) - /effort auto — reset to model default ☠️ Heads Up - Max is Opus 4.6 only — Sonnet supports low/medium/high - Max doesn't persist across sessions — low/medium/high do - Cost scales with effort — max can burn through thinking tokens fast. Check with /cost - The CLAUDE_CODE_EFFORT_LEVEL environment variable overrides everything, including skill frontmatter