Autochess[]
How does it work?[]
Matches feature six players and take place across several rounds. Players fight each other in one-vs-one matches defined at random.
Players fight each other by placing a set number of units on a board as they wish. These units, or pieces, fight each other automatically when a round starts. The player who defeats their opponent’s whole squad is declared the winner of a round, and when the round is over, all units on both sides are reset to their previous position to get ready for the next round.
When you lose a round, you lose points represented by the health of your tactician, not your units. The more opposing pieces alive after a round ends, the greater the damage you’ll take. Players who reach zero health points are knocked out of the match regardless of which round they’re in. The last player with their tactician standing is declared the winner of an autobattler match.
How can I improve my units?[]
Players start autochess games by placing only one unit on the board. To get this unit, they must buy it from a five-unit pool by spending gold they earn through playing rounds. The pool resets every round, and players can spend gold to force a reset and get five new units there. While players have limits to how many units they can have on the board, they also have a bench where they can put pieces they want to use later. The more you play, the more pieces you can place on the board until the usual limit of 10.
Each individual unit usually belongs to two auras. Placing units on the board that share the same class will activate offensive, defensive, or various bonuses that will increase their power and make your board stronger. These are called synergies, and they’re key to winning any autobattler match.
Buying three copies of the same unit will combine them into a single, more powerful unit. It’s not as easy as it sounds, however, since players also need to pay attention to how they place their units on to the board and manage their gold.
How do I get more coins?[]
Though buying a unit every round may look like the best course of action to booster your ranks, it may not always be the best strategy. Every round you win gets 2 coins. Opting-out for saving your gold will trigger a passive income which will reward you based on the amount of gold you have in that round. This reward is called interest and it gets activated once you start having more than 10 coins and caps at 80 coins.
Coin income per round: Victory income + Basic round income + Interest Bonus (per 10 coins grants 1 coin interest the upper limit is 8 coins) + Winning/Losing streak income (1, 3, 5 coins).
Edited by: ThiagoL, UID:18501380 - Server 185 / ThiagoL#7378
Auras[]
Heroes | Effect |
---|---|
(3) | Restore 300 HP for Terran allies in each turn. |
(6) | HP Recovery +300. Restore extra 15% HP of the Max HP. |
Heroes | Effect |
---|---|
(3) | All allies Damage Reflection +10%. |
(6) | All allies Damage Reflection +20%. |
Heroes | Effect |
---|---|
(3) | Ally Elves Dodge +20%. |
(6) | Ally Elves Dodge +30%. |
Heroes | Effect |
---|---|
(3) | All allies Life Steal +10%. |
(6) | All allies Life Steal +20%. |
Heroes | Effect |
---|---|
(2) | Can star up when you have 2 daimons. |
(4) | Can star up when you have 2 daimons. |
Heroes | Effect |
---|---|
(2) | All allies Control Immune +25%. |
(4) | All allies Control Immune +35%. |
Heroes | Effect |
---|---|
(2) | Block Rate +40%, Block Strenght +30% and Deal +100% ATK DMG to the attacker when attacked. |
(4) | Block Rate +30%, Counter +50% damage when attacked. |
(6) | Block Rate +30%, Counter +50% damage when attacked. |
Heroes | Effect |
---|---|
(2) | Berserker's HP is reduced by 7% and ATK is increased by +8%. |
(4) | increased ATK +8%. |
(6) | increased ATK +8%. |
Heroes | Effect |
---|---|
(2) | Have a 30% chance to stun two random enemies for 2 turns when releasing skills. |
(4) | Stun Rate +30%. |
Heroes | Effect |
---|---|
(3) | Full Energy for Sorcerer at the beginning. Sorcerer's skill damage +20%. |
(6) | Full Energy for the whole team at the beginning. Sorcerer skill damage +20%. |
Heroes | Effect |
---|---|
(2) | Have a 15% chance to silence for 2 turns when Wyzards are attacked. |
(4) | Silence Rate +15%. |
Heroes | Effect |
---|---|
(2) | Add 15 Energy the two Heroes with the highest ATK and create a 150% Shield for two Heroes with the least HP. |
(4) | Energy recovery +15% and Shield effects +70%. |
(6) | Energy recovery +20% and Shield effects +80%. |
Heroes | Effect |
---|---|
(2) | Healing Amount of all enemies is reduced by 40%. DMG sustained +5% and SPD -3% to all enemies at the beginning of the battle. |
(4) | Enemie's Healling Amount -20%, damage received +5% and SPD -3% in each turn. |
(6) | Enemie's Healling Amount -20%, damage received +10% and SPD -3% in each turn. |
Heroes | Effect |
---|---|
(2) | SPD +10%, Hit +15% for all. Have a 30% chance deal 100% True Damage to one enemy when Daimon Hunter attacks. |
(4) | SPD +10%, Hit +25% for all. True Damage dealt +50%. |
(6) | SPD +10%, Hit +60% for all. True Damage dealt +50%. |
Heroes | Effect |
---|---|
(2) | CRIT +20%, CRIT DMG +60% and Armor Break +40%. |
(4) | CRIT +20%, CRIT DMG +20% and Armor Break +30%. |
(6) | CRIT +20%, CRIT DMG +20% and Armor Break +30%. |
Edited by: ThiagoL, UID:18501380 - Server 185 / ThiagoL#7378
Collection[]
1 Gold Cost[]
Edited by: ThiagoL, UID:18501380 - Server 185 / ThiagoL#7378
2 Gold Cost []
Edited by: ThiagoL, UID:18501380 - Server 185 / ThiagoL#7378
3 Gold Cost[]
Edited by: ThiagoL, UID:18501380 - Server 185 / ThiagoL#7378
4 Gold Cost[]
Edited by: ThiagoL, UID:18501380 - Server 185 / ThiagoL#7378
5 Gold Cost[]
Edited by: ThiagoL, UID:18501380 - Server 185 / ThiagoL#7378
Recommended builds[]
First Lineup[]
Reasons: Low price and fast farming. The high damage of the Berserker aura with the life steal of the Undead aura as well as the silence of the Wizard aura has the power to defeat any lineups.
Second Lineup[]
Reasons: After shaping, it is a tank. 6 Warriors high damage immunity and high damage reflection combined with Daimon Hunter's damage can resist lots of damage and win in the later stage.
Third Lineup[]
Reasons: The front row of the 3 Orcs and 2 Warrios can cover the Nightwalker and few lineups can resist 6 Nightwalker's CRIT Damage.
Fourth Lineup[]
Reasons: Mana in first turn, which will deal massive damage to enemies in a instant.
Fifth Lineup[]
Reasons: The high explosion of the Sorcerer, coupled with the Elves' dodging and the priests' mana aura, can rule during lasting battles.
Sixth Lineup[]
Reasons: 6 Priests increase mana and shield to ensure the survival of the entire lineup. Coupled with the Mars, Dionysus and 2 Daimon Hunter, which can ensure enough damage dealing.
Edited by: ThiagoL, UID:18501380 - Server 185 / ThiagoL#7378