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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.
| Cost | Name | Role | HP | Dmg | Range | Speed | Ability |
|---|---|---|---|---|---|---|---|
| 2 | Barbarian | Melee | 460 | 70 | melee | 1.4 | Rage |
| 2 | Archer | Ranged | 320 | 30 | 4 | 1.2 | Piercing Shot |
| 3 | Knight | Tank | 870 | 46 | melee | 1 | Shield Wall |
| 3 | Valkyrie | Splash Melee | 800 | 45 | melee | 1.2 | Skull Slam |
| 4 | Battering Ram | Charger | 950 | 62 | melee | 0.95 | Ram Slam |
| 3 | Assassin | Infiltrator | 330 | 86 | melee | 1.6 | Shadow Leap |
| 4 | Wizard | Splash Ranged | 470 | 79 | 3.5 | 1.1 | Arcane Blast |
| 3 | Healer | Support | 380 | 34 / 45 heal | 3.5 | 1.2 | Radiance |
- BarbarianMelee · 2 elixir · Rage
- ArcherRanged · 2 elixir · Piercing Shot
- KnightTank · 3 elixir · Shield Wall
- ValkyrieSplash Melee · 3 elixir · Skull Slam
- Battering RamCharger · 4 elixir · Ram Slam
- AssassinInfiltrator · 3 elixir · Shadow Leap
- WizardSplash Ranged · 4 elixir · Arcane Blast
- HealerSupport · 3 elixir · Radiance
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
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.
| Level | Health | Damage | Duration | Elixir to reach | Step |
|---|---|---|---|---|---|
| Level 1 | 460 | 70 | 4s | 2 | — |
| 759 | 116 | 5s | 4 | 2 | |
| 1058 | 161 | 6s | 6 | 2 | |
| 1840 | 280 | 7s | 14 | 8 |
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.
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.
| Level | Health | Damage | Corridor | Elixir to reach | Step |
|---|---|---|---|---|---|
| Level 1 | 320 | 30 | 6 × 1.2 tiles | 2 | — |
| 528 | 50 | 7 × 1.4 tiles | 4 | 2 | |
| 736 | 69 | 8 × 1.6 tiles | 6 | 2 | |
| 1280 | 120 | 9 × 1.8 tiles | 12 | 6 |
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
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.
| Level | Health | Damage | Shield | Elixir to reach | Step |
|---|---|---|---|---|---|
| Level 1 | 870 | 46 | 35% | 3 | — |
| 1436 | 76 | 40% | 6 | 3 | |
| 2001 | 106 | 45% | 9 | 3 | |
| 3480 | 184 | 50% | 18 | 9 |
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
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.
| Level | Health | Damage | Stun | Elixir to reach | Step |
|---|---|---|---|---|---|
| Level 1 | 800 | 45 | 1.5s | 3 | — |
| 1320 | 74 | 2s | 6 | 3 | |
| 1840 | 103 | 2.5s | 9 | 3 | |
| 3200 | 180 | 3s | 18 | 9 |
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.
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.
| Level | Health | Damage | Radius | Elixir to reach | Step |
|---|---|---|---|---|---|
| Level 1 | 950 | 62 | 1.6 tiles | 4 | — |
| 1568 | 102 | 1.8 tiles | 8 | 4 | |
| 2185 | 143 | 2 tiles | 12 | 4 | |
| 3800 | 248 | 2.2 tiles | 24 | 12 |
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.
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.
| Level | Health | Damage | Elixir to reach | Step |
|---|---|---|---|---|
| Level 1 | 330 | 86 | 3 | — |
| 545 | 142 | 6 | 3 | |
| 759 | 198 | 9 | 3 | |
| 1320 | 344 | 18 | 9 |
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
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.
| Level | Health | Damage | Radius | Elixir to reach | Step |
|---|---|---|---|---|---|
| Level 1 | 470 | 79 | 1.6 tiles | 4 | — |
| 776 | 130 | 1.8 tiles | 8 | 4 | |
| 1081 | 182 | 2 tiles | 12 | 4 | |
| 1880 | 316 | 2.2 tiles | 24 | 12 |
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
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.
| Level | Health | Damage / heal | Radius | Elixir to reach | Step |
|---|---|---|---|---|---|
| Level 1 | 380 | 34 / 45 | 2.75 tiles | 3 | — |
| 627 | 56 / 74 | 3.25 tiles | 6 | 3 | |
| 874 | 78 / 103 | 3.75 tiles | 9 | 3 | |
| 1520 | 136 / 180 | 4.25 tiles | 18 | 9 |