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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.
| Cost | Name | Role | HP | Dmg | Range | Speed | Ability |
|---|---|---|---|---|---|---|---|
| 2 | Pitfighter | Melee | 675 | 64 | melee | 1.4 | Frenzy |
| 2 | Longshot | Ranged | 485 | 28 | 5 | 1.2 | Piercing Shot |
| 3 | Shieldbearer | Tank | 1310 | 42 | melee | 1 | Shield Wall |
| 3 | Reaver | Splash Melee | 1280 | 43 | melee | 1.2 | Skull Slam |
| 4 | Juggernaut | Charger | 1400 | 58 | melee | 0.95 | Trample |
| 3 | Shade | Infiltrator | 525 | 99 | melee | 1.6 | Shadow Leap |
| 4 | Pyromancer | Splash Ranged | 705 | 80 | 3.5 | 1.1 | Arcane Blast |
| 3 | Mender | Support | 645 | 36 / 45 heal | 3.5 | 1.2 | Radiance |
| 3 | Warden | Guard | 740 | 70 | 4 | 1.1 | Shackle Bolt |
| 3 | Powderkeg | Bomber | 700 | 470 | melee | 0.9 | Blast |
| 3 | Gaffer | Grappler | 900 | 50 | melee | 1 | Haul |
| 2 | Javelineer | Skirmisher | 495 | 33 | 3 | 1.2 | Javelin |
| 3 | Mason | Builder | 1475 | 68 | melee | 1 | Shore Up |
| 2 | Dyer | Hexer | 520 | 28 | 3.5 | 1.15 | Indigo |
- PitfighterMelee · 2 elixir · Frenzy
- LongshotRanged · 2 elixir · Piercing Shot
- ShieldbearerTank · 3 elixir · Shield Wall
- ReaverSplash Melee · 3 elixir · Skull Slam
- JuggernautCharger · 4 elixir · Trample
- ShadeInfiltrator · 3 elixir · Shadow Leap
- PyromancerSplash Ranged · 4 elixir · Arcane Blast
- MenderSupport · 3 elixir · Radiance
- WardenGuard · 3 elixir · Shackle Bolt
- PowderkegBomber · 3 elixir · Blast
- GafferGrappler · 3 elixir · Haul
- JavelineerSkirmisher · 2 elixir · Javelin
- MasonBuilder · 3 elixir · Shore Up
- DyerHexer · 2 elixir · Indigo
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
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
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.
| Level | Health | Damage | Duration | Elixir to reach | Step |
|---|---|---|---|---|---|
| Level 1 | 675 | 64 | 4s | 2 | — |
| 1114 | 106 | 5s | 4 | 2 | |
| 1552 | 147 | 6s | 6 | 2 | |
| 2700 | 256 | 7s | 14 | 8 |
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.
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.
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.
| Level | Health | Damage | Corridor | Elixir to reach | Step |
|---|---|---|---|---|---|
| Level 1 | 485 | 28 | 6 × 1.2 tiles | 2 | — |
| 800 | 46 | 7 × 1.4 tiles | 4 | 2 | |
| 1116 | 64 | 8 × 1.6 tiles | 6 | 2 | |
| 1940 | 112 | 9 × 1.8 tiles | 13 | 7 |
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
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
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.
| Level | Health | Damage | Shield | Elixir to reach | Step |
|---|---|---|---|---|---|
| Level 1 | 1310 | 42 | 35% | 3 | — |
| 2162 | 69 | 40% | 6 | 3 | |
| 3013 | 97 | 45% | 9 | 3 | |
| 5240 | 168 | 50% | 18 | 9 |
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
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.
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.
| Level | Health | Damage | Stun | Elixir to reach | Step |
|---|---|---|---|---|---|
| Level 1 | 1280 | 43 | 0.9s | 3 | — |
| 2112 | 71 | 1.2s | 6 | 3 | |
| 2944 | 99 | 1.5s | 9 | 3 | |
| 5120 | 172 | 1.8s | 19 | 10 |
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.
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
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.
| Level | Health | Damage | Radius | Elixir to reach | Step |
|---|---|---|---|---|---|
| Level 1 | 1400 | 58 | 1.6 tiles | 4 | — |
| 2310 | 96 | 1.8 tiles | 8 | 4 | |
| 3220 | 133 | 2 tiles | 12 | 4 | |
| 5600 | 232 | 2.2 tiles | 24 | 12 |
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.
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
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.
| Level | Health | Damage | Elixir to reach | Step |
|---|---|---|---|---|
| Level 1 | 525 | 99 | 3 | — |
| 866 | 163 | 6 | 3 | |
| 1208 | 228 | 9 | 3 | |
| 2100 | 396 | 21 | 12 |
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
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
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.
| Level | Health | Damage | Radius | Elixir to reach | Step |
|---|---|---|---|---|---|
| Level 1 | 705 | 80 | 1.6 tiles | 4 | — |
| 1163 | 132 | 1.8 tiles | 8 | 4 | |
| 1621 | 184 | 2 tiles | 12 | 4 | |
| 2820 | 320 | 2.2 tiles | 24 | 12 |
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
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.
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.
| Level | Health | Damage / heal | Elixir to reach | Step |
|---|---|---|---|---|
| Level 1 | 645 | 36 / 45 | 3 | — |
| 1064 | 59 / 74 | 6 | 3 | |
| 1483 | 83 / 103 | 9 | 3 | |
| 2580 | 144 / 180 | 19 | 10 |
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.
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 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.
| Level | Health | Damage | Stun | Elixir to reach | Step |
|---|---|---|---|---|---|
| Level 1 | 740 | 70 | 1.5s | 3 | — |
| 1221 | 116 | 2s | 6 | 3 | |
| 1702 | 161 | 2.5s | 9 | 3 | |
| 2960 | 280 | 3s | 18 | 9 |
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.
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.
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.
| Level | Health | Damage | Radius | Elixir to reach | Step |
|---|---|---|---|---|---|
| Level 1 | 700 | 470 | 1.4 tiles | 3 | — |
| 1155 | 776 | 1.6 tiles | 6 | 3 | |
| 1610 | 1081 | 1.8 tiles | 9 | 3 | |
| 2800 | 1880 | 2 tiles | 18 | 9 |
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
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.
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.
| Level | Health | Damage | Stun | Elixir to reach | Step |
|---|---|---|---|---|---|
| Level 1 | 900 | 50 | 0.6s | 3 | — |
| 1485 | 83 | 0.8s | 5 | 2 | |
| 2070 | 115 | 1s | 7 | 2 | |
| 3600 | 200 | 1.2s | 15 | 8 |
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
800% 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
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.
| Level | Health | Damage | Elixir to reach | Step |
|---|---|---|---|---|
| Level 1 | 495 | 33 | 2 | — |
| 817 | 54 | 4 | 2 | |
| 1139 | 76 | 6 | 2 | |
| 1980 | 132 | 13 | 7 |
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
Cast at full mana — or as a dying breath if it never got to cast, unless it is stunned.
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.
| Level | Health | Damage | Elixir to reach | Step |
|---|---|---|---|---|
| Level 1 | 1475 | 68 | 3 | — |
| 2434 | 112 | 6 | 3 | |
| 3392 | 156 | 9 | 3 | |
| 5900 | 272 | 18 | 9 |
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
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.
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.
| Level | Health | Damage | Duration | Elixir to reach | Step |
|---|---|---|---|---|---|
| Level 1 | 520 | 28 | 3.5s | 2 | — |
| 858 | 46 | 4s | 4 | 2 | |
| 1196 | 64 | 4.5s | 6 | 2 | |
| 2080 | 112 | 5s | 12 | 6 |