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AutoArena minis

Every mini in AutoArena, with its cost, stats, ability and star prices — read straight from the game's own definitions.

A deck is one hero plus 4 of these 8 minis. Each costs elixir to deploy, charges mana by attacking and being hit, and casts its ability at full mana (or as a dying breath). Merging a duplicate onto a mini stars it up, to 4× its base stats at three stars. Rules in full: how to play. Heroes are on their own page.

CostNameRoleHPDmgRangeSpeedAbility
2BarbarianMelee46070melee1.4Rage
2ArcherRanged3203041.2Piercing Shot
3KnightTank87046melee1Shield Wall
3ValkyrieSplash Melee80045melee1.2Skull Slam
4Battering RamCharger95062melee0.95Ram Slam
3AssassinInfiltrator33086melee1.6Shadow Leap
4WizardSplash Ranged470793.51.1Arcane Blast
3HealerSupport38034 / 45 heal3.51.2Radiance

Barbarian Melee

Fast melee bruiser.

Cost
2 elixir
Health
460
Damage
70
Range
Melee
Speed
1.4 tiles/s
Attacks every
1.1s
Mana per hit
14 of 100
Unlock
Owned from the start
Rage — Berserker Rage: +80% attack speed, +30% damage and faster feet for 4s, a second longer per star.

lasts 4–7s (longer per star) · attack cooldown ×0.55, damage ×1.3, move speed ×1.35.

Cast at full mana — or as a dying breath if it never got to cast, unless it is stunned.

How to play it

The cheapest body in the game and the fastest feet on the board, so it reaches the fight first, and Rage turns it into a blender once its mana fills. A duplicate is cheap to star; the third star is priced above the default curve because an all-in Barbarian army was the strongest thing a beginner could stumble into. Pair it with a tank that keeps it alive past the first exchange, or with a Valkyrie so the stuns land where it is swinging.

Stars

Merge a duplicate onto the Barbarian to star it up. Stars multiply health, damage and the ability's reach. The Barbarian prices its own stars — 2, 2, 8 elixir per step — rather than the default curve.

LevelHealthDamageDurationElixir to reachStep
Level 1460704s2—
7591165s42
10581616s62
18402807s148

Archer Ranged

Looses faster the longer the round runs.

Cost
2 elixir
Health
320
Damage
30
Range
4 tiles
Speed
1.2 tiles/s
Attacks every
0.85s
Mana per hit
13 of 100
Unlock
Owned from the start

Attack speed climbs by 2.5% per second of battle, up to +90%; each star adds 30% to that rate.

Piercing Shot — Fires an arrow through every enemy in a line for 260% damage.

260% of its damage · a corridor 6–9 tiles long and 1.2–1.8 wide (longer per star).

Cast at full mana — or as a dying breath if it never got to cast, unless it is stunned.

How to play it

Cheap ranged damage that gets better the longer a round runs: the Archer's draw speeds up every second of battle, and faster still per star, which is what turns a grinding round into a won one. It needs a body in front of it — a good opponent simply walks round a bare back line. Piercing Shot travels in a straight corridor, so stand it in the column where the enemy will bunch.

Stars

Merge a duplicate onto the Archer to star it up. Stars multiply health, damage and the ability's reach.

LevelHealthDamageCorridorElixir to reachStep
Level 1320306 × 1.2 tiles2—
528507 × 1.4 tiles42
736698 × 1.6 tiles62
12801209 × 1.8 tiles126

Knight Tank

Sturdy frontline tank.

Cost
3 elixir
Health
870
Damage
46
Range
Melee
Speed
1 tiles/s
Attacks every
1.4s
Mana per hit
17 of 100
Unlock
Owned from the start
Shield Wall — Raises a barrier that blocks 35–50% of max HP, more per star.

a shield worth 35%–50% of max HP (more per star) · lasts 6s.

Cast at full mana — or as a dying breath if it never got to cast, unless it is stunned.

How to play it

The front line. Nothing else on the board soaks as much damage per elixir, and Shield Wall — cast at full mana, or as a dying breath — can turn a lethal blow into a saved body. Put it in the lane the enemy charge or leap will come through and build behind it.

Stars

Merge a duplicate onto the Knight to star it up. Stars multiply health, damage and the ability's reach.

LevelHealthDamageShieldElixir to reachStep
Level 18704635%3—
14367640%63
200110645%93
348018450%189

Valkyrie Splash Melee

Spin hits every adjacent enemy.

Cost
3 elixir
Health
800
Damage
45
Range
Melee, hits every adjacent enemy
Speed
1.2 tiles/s
Attacks every
1.6s
Mana per hit
20 of 100
Unlock
Owned from the start
Skull Slam — Slams nearby enemies for 200% damage and stuns them 1.5–3s, longer per star.

200% of its damage · radius 1.9 tiles · stuns for 1.5–3s (longer per star).

Cast at full mana — or as a dying breath if it never got to cast, unless it is stunned.

How to play it

A spin that hits every adjacent enemy, so the Valkyrie wants to stand in the middle of a crowd, not at its edge. Skull Slam stuns everything nearby, and a stun lands before its damage, which cancels the dying breath of anything it kills. Two Valkyries and nothing else is a bad army: splash wants a mixed front line holding enemies inside the spin.

Stars

Merge a duplicate onto the Valkyrie to star it up. Stars multiply health, damage and the ability's reach.

LevelHealthDamageStunElixir to reachStep
Level 1800451.5s3—
1320742s63
18401032.5s93
32001803s189

Battering Ram Charger 1 coin

Charges the front line the moment the horn sounds.

Cost
4 elixir
Health
950
Damage
62
Range
Melee
Speed
0.95 tiles/s
Attacks every
1.4s
Mana per hit
19 of 100
Unlock
1 coin

Opening charge: rushes straight down its column at 7 tiles/s the moment the battle starts. The first enemy it reaches takes 340% of its damage, is knocked back 1 tile and stunned for 0.7s. An empty lane ends at the arena wall with a 2s self-stun.

Ram Slam — Bowls over every enemy within 1.6 tiles: 220% damage, a tile of knockback and a brief stun.

220% of its damage · radius 1.6–2.2 tiles (wider per star) · stuns for 0.5s.

Cast at full mana — or as a dying breath if it never got to cast, unless it is stunned.

How to play it

Bought for the horn. The Ram charges straight down its own column before the first blow is struck, and the first body it meets is thrown back and stunned. It punishes a read that misses — an empty lane ends at the far wall with the Ram stunned. Line it up with their tank, or with the column an Assassin will leap through, because a charge is the one thing that can knock a leap out of the air.

Stars

Merge a duplicate onto the Battering Ram to star it up. Stars multiply health, damage and the ability's reach.

LevelHealthDamageRadiusElixir to reachStep
Level 1950621.6 tiles4—
15681021.8 tiles84
21851432 tiles124
38002482.2 tiles2412

Assassin Infiltrator 1 coin

Leaps the whole arena onto their back line.

Cost
3 elixir
Health
330
Damage
86
Range
Melee
Speed
1.6 tiles/s
Attacks every
0.9s
Mana per hit
16 of 100
Unlock
1 coin

Opening leap: vaults over the whole field onto the enemy back row in 1s, and cannot be targeted while airborne.

Shadow Leap — Vanishes and reappears beside the weakest enemy for a 280% strike.

280% of its damage.

Cast at full mana — or as a dying breath if it never got to cast, unless it is stunned.

How to play it

Lands behind their line before the fight starts, untargetable on the way over, then Shadow Leap blinks it to the weakest enemy for a killing strike. It hunts archers, healers and wizards, and it is glass: anything that turns round and hits back wins the trade. A Battering Ram charging up its column smashes it out of the air, so pick a lane the Ram isn't in.

Stars

Merge a duplicate onto the Assassin to star it up. Stars multiply health, damage and the ability's reach.

LevelHealthDamageElixir to reachStep
Level 1330863—
54514263
75919893
1320344189

Wizard Splash Ranged 1000 coins

Ranged splash damage.

Cost
4 elixir
Health
470
Damage
79
Range
3.5 tiles, splash 1
Speed
1.1 tiles/s
Attacks every
1.55s
Mana per hit
23 of 100
Unlock
1000 coins
Arcane Blast — Detonates a huge explosion for 220% damage, wider per star.

220% of its damage · radius 1.6–2.2 tiles (wider per star).

Cast at full mana — or as a dying breath if it never got to cast, unless it is stunned.

How to play it

The one mini that has to be earned with coins. Every bolt splashes, and Arcane Blast is a wide explosion — the trouble is living long enough to cast it twice. Keep it behind a Knight, and spread your own minis out so an enemy Wizard can't do the same to you.

Stars

Merge a duplicate onto the Wizard to star it up. Stars multiply health, damage and the ability's reach.

LevelHealthDamageRadiusElixir to reachStep
Level 1470791.6 tiles4—
7761301.8 tiles84
10811822 tiles124
18803162.2 tiles2412

Healer Support

Shoots like a ranged mini, mends like a saint.

Cost
3 elixir
Health
380
Damage / heal
34 / 45
Range
3.5 tiles
Speed
1.2 tiles/s
Attacks every
1s
Mana per hit
18 of 100
Unlock
Owned from the start
Radiance — Bathes wounded allies in light, healing 400% of its heal, reaching further per star.

400% of its heal · radius 2.75–4.25 tiles (wider per star).

Cast at full mana — or as a dying breath if it never got to cast, unless it is stunned.

How to play it

A Healer shoots like any ranged mini and does all of its healing in one Radiance at full mana, restoring a large share of every wounded ally in reach. Keeping it alive to the cast is the whole skill; killing it before the cast is the whole counterplay. It can't win a fight alone, and it doesn't need to.

Stars

Merge a duplicate onto the Healer to star it up. Stars multiply health, damage, healing and the ability's reach.

LevelHealthDamage / healRadiusElixir to reachStep
Level 138034 / 452.75 tiles3—
62756 / 743.25 tiles63
87478 / 1033.75 tiles93
1520136 / 1804.25 tiles189
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