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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 14 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 — where its ability also becomes a stronger form of its own. Rules in full: how to play. Heroes are on their own page.

CostNameRoleHPDmgRangeSpeedAbility
2PitfighterMelee67564melee1.4Frenzy
2LongshotRanged4852851.2Piercing Shot
3ShieldbearerTank131042melee1Shield Wall
3ReaverSplash Melee128043melee1.2Skull Slam
4JuggernautCharger140058melee0.95Trample
3ShadeInfiltrator52599melee1.6Shadow Leap
4PyromancerSplash Ranged705803.51.1Arcane Blast
3MenderSupport64536 / 45 heal3.51.2Radiance
3WardenGuard7407041.1Shackle Bolt
3PowderkegBomber700470melee0.9Blast
3GafferGrappler90050melee1Haul
2JavelineerSkirmisher4953331.2Javelin
3MasonBuilder147568melee1Shore Up
2DyerHexer520283.51.15Indigo

Pitfighter Melee

Fast melee bruiser.

Cost
2 elixir
Health
675
Damage
64
Range
Melee
Speed
1.4 tiles/s
Attacks every
1.05s
Mana per hit
15 of 100
Unlock
Owned from the start
Frenzy — +80% attack speed, +30% damage and +35% move speed for 4s (+1s 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.

At three stars: Bloodrage — Frenzy also heals 3% of max HP, and hits during it heal 8% of the damage dealt.

How to play it

Cheap, fast melee that reaches the fight first. Frenzy makes it attack faster and hit harder for a few seconds. Pair it with a tank that keeps it alive past the first exchange. A Reaver also works well, since its stuns land where the Pitfighter is swinging.

Pitfighter, of the quarry pits. Learned to fight in the pits under the old quarry. Goes in first and hits hard. Swings faster once the rage sets in.

Stars

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

LevelHealthDamageDurationElixir to reachStep
Level 1675644s2—
11141065s42
15521476s62
27002567s148

Longshot Ranged

Long-range archer. Attacks faster as the round goes on.

Cost
2 elixir
Health
485
Damage
28
Range
5 tiles
Speed
1.2 tiles/s
Attacks every
0.9s
Mana per hit
13 of 100
Unlock
Owned from the start

Attack speed climbs by 2% per second of battle, up to +90%; each star adds 30% to that rate.

Piercing Shot — Shoots an arrow through every enemy in a line for 250% damage.

250% 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.

At three stars: Volley — Shoots 5 arrows in a fan. The side arrows deal 80%. Each enemy is hit once.

How to play it

Cheap ranged damage that attacks faster the longer a round runs, and faster still per star. It has the longest range in the game, so from a back corner it still reaches their front row. Keep a body in front of it, or enemy melee will walk round to it. Piercing Shot hits everything in a line, so place it in the column where enemies bunch up.

Longshot, Fletchers' apprentice. Shot the sign off the Fletchers' hall from across the mere. The Fletchers took her on the same day. Shoots faster the longer the round goes on.

Stars

Drop a duplicate onto the Longshot, or tap it and choose Upgrade, to star it up. Stars multiply health, damage and the ability's reach. The Longshot prices its own stars — 2, 2, 7 elixir per step — rather than the default curve.

LevelHealthDamageCorridorElixir to reachStep
Level 1485286 × 1.2 tiles2—
800467 × 1.4 tiles42
1116648 × 1.6 tiles62
19401129 × 1.8 tiles137

Shieldbearer Tank

Tough frontline tank.

Cost
3 elixir
Health
1310
Damage
42
Range
Melee
Speed
1 tiles/s
Attacks every
1.4s
Mana per hit
17 of 100
Unlock
Owned from the start
Shield Wall — Gains a shield worth 35% of max HP for 6s (+5% 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.

At three stars: Bastion — Also forces enemies within 2.5 tiles to attack it for 3s.

How to play it

A sturdy tank for the front line. Shield Wall can save it from a killing blow. Put it in the column an enemy charge will come down, and build behind it. A Dyer's hits halve its shield.

Shieldbearer, from a family of Masons. Slow and square, like the walls the Masons build. Carries the heaviest shield in the Ring. Stands at the front so the others do not have to.

Stars

Drop a duplicate onto the Shieldbearer, or tap it and choose Upgrade, to star it up. Stars multiply health, damage and the ability's reach.

LevelHealthDamageShieldElixir to reachStep
Level 113104235%3—
21626940%63
30139745%93
524016850%189

Reaver Splash Melee

Melee. Each swing hits every adjacent enemy.

Cost
3 elixir
Health
1280
Damage
43
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 — Deals 200% damage to enemies within 1.9 tiles and stuns them for 0.9s (+0.3s per star).

200% of its damage · radius 1.9 tiles · stuns for 0.9–1.8s (longer per star).

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

At three stars: Cataclysm — First leaps into the biggest group of enemies within 2.5 tiles, then slams everything within 2.2 tiles.

How to play it

Its spin hits every adjacent enemy, so put it in the middle of the fight. Skull Slam stuns everything nearby, which cancels the dying breath of anything it kills. Pair it with other front-line minis that hold enemies inside its spin. An army of only Reavers is weak.

Reaver, of no guild. Belongs to no guild and has never given a name. Came in by the Moon Gate one night and stayed. The crowd goes quiet just before the Skull Slam.

Stars

Drop a duplicate onto the Reaver, or tap it and choose Upgrade, to star it up. Stars multiply health, damage and the ability's reach. The Reaver prices its own stars — 3, 3, 10 elixir per step — rather than the default curve.

LevelHealthDamageStunElixir to reachStep
Level 11280430.9s3—
2112711.2s63
2944991.5s93
51201721.8s1910

Juggernaut Charger 5000 coins

Charges down its column at battle start and knocks back the first enemy it hits.

Cost
4 elixir
Health
1400
Damage
58
Range
Melee
Speed
0.95 tiles/s
Attacks every
1.4s
Mana per hit
19 of 100
Unlock
5000 coins

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.

Trample — Deals 220% damage to enemies within 1.6 tiles (+0.2 per star), knocks them back 1 tile and stuns them for 0.5s.

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.

At three stars: Stampede — After Trample, charges through the enemy line to the wall. Each enemy it hits takes 220% and is knocked aside.

How to play it

At battle start it charges down its column and knocks back the first enemy it hits. Line it up with their tank or a Shade's lane. If the lane is empty it hits the wall and is stunned for 2s. A Gaffer three tiles ahead hooks it before it moves, and a Mason's stone stops it.

Juggernaut, Smiths' work. Built by the Smiths to charge. Sets off the moment the horn sounds. It does not stop to aim.

Stars

Drop a duplicate onto the Juggernaut, or tap it and choose Upgrade, to star it up. Stars multiply health, damage and the ability's reach.

LevelHealthDamageRadiusElixir to reachStep
Level 11400581.6 tiles4—
2310961.8 tiles84
32201332 tiles124
56002322.2 tiles2412

Shade Infiltrator 1 coin

Leaps onto the enemy back row at battle start.

Cost
3 elixir
Health
525
Damage
99
Range
Melee
Speed
1.6 tiles/s
Attacks every
0.95s
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 — Teleports to the lowest-health enemy and hits it for 280% damage.

280% of its damage.

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

At three stars: Reaping — If that hit kills, it strikes the next lowest-health enemy for 280%.

How to play it

At battle start it leaps over the field onto their back row and can't be targeted in the air. Shadow Leap then blinks it to the weakest enemy, so it hunts Longshots, Menders and Pyromancers. It has little health, so avoid columns with an enemy Juggernaut or Javelineer. A Warden stuns it if it lands next to one.

Shade, the Dyers' bookkeeper. Keeps the Dyers' accounts by day. On Games night it leaps the whole arena to reach the back line. Goes for whoever is weakest.

Stars

Drop a duplicate onto the Shade, or tap it and choose Upgrade, to star it up. Stars multiply health, damage and the ability's reach. The Shade prices its own stars — 3, 3, 12 elixir per step — rather than the default curve.

LevelHealthDamageElixir to reachStep
Level 1525993—
86616363
120822893
21003962112

Pyromancer Splash Ranged 1000 coins

Ranged. Attacks splash nearby enemies.

Cost
4 elixir
Health
705
Damage
80
Range
3.5 tiles, splash 1
Speed
1.1 tiles/s
Attacks every
1.55s
Mana per hit
24 of 100
Unlock
1000 coins
Arcane Blast — Explosion that deals 220% damage to enemies within 1.6 tiles (+0.2 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.

At three stars: Inferno — The explosion leaves fire for 3s that deals 20% damage every 0.5s.

How to play it

Ranged splash damage. Every bolt splashes, and Arcane Blast hits a wide area. Keep it behind a Shieldbearer so it lives long enough to cast. Against an enemy Pyromancer, spread your minis out.

Pyromancer, once of the Chandlers. Thrown out of the Chandlers' Guild for using too much fire. Now brings the fire to the Ring instead. One blast hits everyone standing close together.

Stars

Drop a duplicate onto the Pyromancer, or tap it and choose Upgrade, to star it up. Stars multiply health, damage and the ability's reach.

LevelHealthDamageRadiusElixir to reachStep
Level 1705801.6 tiles4—
11631321.8 tiles84
16211842 tiles124
28203202.2 tiles2412

Mender Support 1000 coins

Ranged healer. Saves its healing for one big cast.

Cost
3 elixir
Health
645
Damage / heal
36 / 45
Range
3.5 tiles
Speed
1.2 tiles/s
Attacks every
0.95s
Mana per hit
19 of 100
Unlock
1000 coins
Radiance — Heals the 2 most injured allies for 400% of its heal. The second gets half.

400% of its heal · the 2 most wounded allies anywhere on the board, the second getting 50% of the first's heal.

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

At three stars: Benediction — Heals 3 allies and gives each +8% max HP (once per battle), +10 mana and +18% attack speed for 4s.

How to play it

It shoots like any ranged mini and saves all its healing for one Radiance at full mana. Radiance heals the most wounded ally anywhere on the board, and the next one for half as much. Place it where it will live longest, and kill theirs before it casts. A Dyer halves its heals.

Mender, of the Mere Chapel. Serves at the Mere Chapel. Fights from range until someone needs healing. Always heals the most wounded first.

Stars

Drop a duplicate onto the Mender, or tap it and choose Upgrade, to star it up. Stars multiply health, damage, healing and the ability's reach. The Mender prices its own stars — 3, 3, 10 elixir per step — rather than the default curve.

LevelHealthDamage / healElixir to reachStep
Level 164536 / 453—
106459 / 7463
148383 / 10393
2580144 / 1801910

Warden Guard 5000 coins

Reflects stuns. Stuns enemies that charge or leap in next to it.

Cost
3 elixir
Health
740
Damage
70
Range
4 tiles
Speed
1.1 tiles/s
Attacks every
1.2s
Mana per hit
20 of 100
Unlock
5000 coins

Rebuke: it can’t be stunned. Every stun aimed at it — a slam, a charge, a shackle — is turned back on whoever applied it, for as long. One of these stunning another simply fails.

Watch: an enemy whose opening charge or leap lands within 1.5 tiles of it is stunned for 2s where it lands — a Juggernaut that slams the Warden itself included.

Shackle Bolt — Its next shot stuns the target for 1.5s (+0.5s per star).

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.

At three stars: Iron Chain — The stun also chains to 2 more enemies, each within 2 tiles of the last, for 2s.

How to play it

A back-line crossbow. Anything that charges or leaps in at battle start and lands beside it is stunned for 2s, so place it where their Shade or Juggernaut will land. It can't be stunned, and any stun aimed at it hits the caster instead. Shackle Bolt stuns its next target, and a Powderkeg killed while stunned does not explode.

Warden, the Ring's lamplighter. Lights the wall torches at dusk and keeps order after dark. Stuns anyone who charges or leaps in beside it. Cannot be stunned, and turns any stun back on whoever cast it.

Stars

Drop a duplicate onto the Warden, or tap it and choose Upgrade, to star it up. Stars multiply health, damage and the ability's reach.

LevelHealthDamageStunElixir to reachStep
Level 1740701.5s3—
12211162s63
17021612.5s93
29602803s189

Powderkeg Bomber 10000 coins

Walks into the enemy line and explodes.

Cost
3 elixir
Health
700
Blast damage
470
Range
Never attacks — walks to its blast
Speed
0.9 tiles/s
Fuse
4s — its mana bar is the fuse
Unlock
10000 coins

Walks to the free tile where its blast would catch the most enemies and goes off as it arrives. The fuse burns out 4s after the horn and sets it off wherever it stands, stunned or not; killed earlier, it blows where it falls unless it is stunned.

Blast — Walks to the biggest group of enemies and explodes, dealing its damage within 1.4 tiles (+0.2 per star). Explodes after 4s anyway.

radius 1.4–2 tiles (wider per star).

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

At three stars: Cluster Charge — The explosion throws 3 bomblets at nearby enemies. Each deals 30% of the blast.

How to play it

It walks to where its blast hits the most enemies and explodes, or goes off where it stands when its fuse runs out. Killed on the way, it still explodes unless it is stunned. A Javelineer's spear that kills it halves the blast. Stun it or knock it back before it reaches your line, and spread your army out.

Powderkeg, from the Coopers' yard. A Coopers' barrel packed with powder by the Chandlers. Walks into the biggest group of enemies and explodes. Goes off when the fuse runs out, wherever it is.

Stars

Drop a duplicate onto the Powderkeg, or tap it and choose Upgrade, to star it up. Stars multiply health, damage and the ability's reach.

LevelHealthDamageRadiusElixir to reachStep
Level 17004701.4 tiles3—
11557761.6 tiles63
161010811.8 tiles93
280018802 tiles189

Gaffer Grappler 5000 coins

At battle start, hooks the enemy exactly 3 tiles ahead and pulls it in.

Cost
3 elixir
Health
900
Damage
50
Range
Melee
Speed
1 tiles/s
Attacks every
1.25s
Mana per hit
17 of 100
Unlock
5000 coins
Haul — Pulls in the farthest enemy within 3 tiles, dealing 150% damage and stunning it for 0.6s (+0.2s per star).

150% of its damage · stuns for 0.6–1.2s (longer per star).

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

At three stars: Dragnet — At battle start it also hooks the tiles on either side. Haul pulls the 3 farthest enemies.

How to play it

At battle start, before anything else moves, it hooks whatever stands exactly three tiles ahead and pulls it in, stunned. The plan screen shows the tile it will hook. A hooked Juggernaut, Shade or Javelineer loses its opening move. Avoid hooking a Powderkeg, since its fuse keeps burning at your feet.

Gaffer, of the mere boats. Fishes the mere by day with a gaff and a chain. Throws the hook at the horn, before anyone else moves. Once hooked a Mummer by mistake.

Stars

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

LevelHealthDamageStunElixir to reachStep
Level 1900500.6s3—
1485830.8s52
20701151s72
36002001.2s158

Javelineer Skirmisher 1000 coins

At battle start, throws a spear down its column. The first enemy hit takes 900% damage (+100% per star).

Cost
2 elixir
Health
495
Damage
33
Range
3 tiles
Speed
1.2 tiles/s
Attacks every
1s
Mana per hit
15 of 100
Unlock
1000 coins
Javelin — Throws a spear at its target. The first enemy in the way takes 300%. Powderkegs killed by its spears explode at half strength.

800% of its damage.

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

At three stars: Skewer — Spears pass through the first enemy and hit the next one for half damage.

How to play it

A moment after battle start it throws a spear down its column, and the first enemy in the way takes a heavy hit. Place it in a column whose first enemy is a back-line mini. A Juggernaut or Shade crossing the spear's path takes it instead, and a Powderkeg it kills explodes at half strength. A Mason's stone blocks the spear, and a Gaffer's hook stops the throw.

Javelineer, the Smiths' spear tester. Tests every spear the Smiths make by throwing it. Opens each round with one hard throw straight down its lane. Keeps throwing for the rest of the fight.

Stars

Drop a duplicate onto the Javelineer, or tap it and choose Upgrade, to star it up. Stars multiply health, damage and the ability's reach. The Javelineer prices its own stars — 2, 2, 7 elixir per step — rather than the default curve.

LevelHealthDamageElixir to reachStep
Level 1495332—
8175442
11397662
1980132137

Mason Builder 5000 coins

At battle start, builds a stone on the empty tile in front of it. The stone blocks charges and spears, but not hooks.

Cost
3 elixir
Health
1475
Damage
68
Range
Melee
Speed
1 tiles/s
Attacks every
1.25s
Mana per hit
18 of 100
Unlock
5000 coins
Shore Up — Repairs its stones to full and rebuilds any that broke.

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

At three stars: Rampart — Builds a wall of 3 stones at battle start.

How to play it

At battle start it raises a stone on the empty tile in front of it, so place it on your second row with that tile clear. The stone stops enemy charges and spears. Hooks, Shade leaps and ranged attacks go over it. Area attacks wear it down, and it crumbles when the Mason dies.

Mason, of the quarry face. Helped build the Ring's wall as an apprentice and still repairs it. Raises a block of stone in front of itself when the horn sounds. The stone stops charges and spears, but the Gaffer's hook goes over it.

Stars

Drop a duplicate onto the Mason, or tap it and choose Upgrade, to star it up. Stars multiply health, damage and the ability's reach.

LevelHealthDamageElixir to reachStep
Level 11475683—
243411263
339215693
5900272189

Dyer Hexer 1000 coins

Ranged. Its hits halve the target’s healing and shields for 3s.

Cost
2 elixir
Health
520
Damage
28
Range
3.5 tiles
Speed
1.15 tiles/s
Attacks every
1s
Mana per hit
17 of 100
Unlock
1000 coins
Indigo — Enemies within 1.3 tiles of its target take 20% more damage and get half healing and shields for 3.5s (+0.5s per star).

radius 1.3 tiles · lasts 3.5–5s (longer per star).

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

At three stars: Mordant — The effect lasts for the rest of the round.

How to play it

A cheap thrower that makes the rest of your army hit harder. Its hits halve the target's heals and shields for 3s, which counters a Mender, Shield Wall or Aegis. Indigo makes enemies near its target take 20% more damage and halves their heals and shields too. Keep it behind your front line, as it is weak on its own.

Dyer, of the indigo vats. Works the indigo vats down by the mere. Has had blue hands since the Long Thaw. Its stain cuts the healing an enemy gets.

Stars

Drop a duplicate onto the Dyer, or tap it and choose Upgrade, to star it up. Stars multiply health, damage and the ability's reach.

LevelHealthDamageDurationElixir to reachStep
Level 1520283.5s2—
858464s42
1196644.5s62
20801125s126
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