Auto-battle tactics

The battle's Auto button plays for you by following a list of IF → THEN rules, your Tactics. Open them in Hero → Skills → Auto-battle tactics or with the ⚙ next to Auto, mid-fight.

How Auto decides

Every turn it reads the rules top to bottom and uses the first one that applies and can be done right now. A rule that cannot be done is skipped: not enough MP for the skill, no potion in the bag, skill not in a slot, Resonance not full. If none applies, it uses the basic attack.

Example:

# IF THEN
1 Resonance full Manifest spirit
2 My HP ≤ 40% Health potion (the smallest)
3 Enemies alive ≥ 2 Strongest area skill
4 Enemy HP ≤ 25% Use the skill Brutal Strike
5 Always Strongest damage skill

Conditions

  • Always, Resonance full, Only one enemy, Enemies alive ≥ N;
  • My HP ≤ X% and My MP ≤ X%;
  • Ally HP ≤ X% — the heal goes to the most wounded ally (useful with a formation);
  • Enemy HP ≤ X% and Enemy HP ≥ X% — the action goes to an enemy that meets the condition;
  • Skill effect missing — only with "Use the skill": fires when the target does not yet have the effect the skill leaves (bleed, poison, burn, armor break, slow, weaken) or, for a buff, when the buff has worn off. Handy to spread bleed across every enemy without repeating.

Actions

Use a specific skill, the strongest damage skill (highest power your MP can pay), the strongest area skill, renew an expired buff, healing skill, health or mana potion (smallest or largest), defend, manifest spirit and basic attack.

Default target

Who gets hit when the condition does not pick the target: the one you tap in the arena, lowest HP, highest HP or most dangerous (highest ATK).

Can Auto be told to defend?

Yes. Defend is one of the actions in the list, like any other, and it is never skipped — the stance cuts incoming damage in half and lasts until your next offensive action (attack, skill or item).

What does not exist is a condition like "the boss is about to use its charged attack". Auto can see HP, MP, how many enemies are alive and which effects are active — not what the enemy will do next turn, and Vaelenor's bosses telegraph nothing. So you cannot defend ahead of a specific blow.

What you can build with the real conditions:

IF THEN Good for
My HP ≤ 30% Defend surviving the turn after the potion is already spent
My MP ≤ 10% Defend stopping free attacks when mana is out and there is no potion
Enemy HP ≥ 90% Defend opening a boss fight defensively

Careful with "Always → Defend": since the action is never skipped, a rule like that at the top makes the hero defend the whole fight and never attack. Keep it below the damage rules, or behind a tight condition.

Safeguards

They apply to every rule, so Auto never gets stuck in a loop:

  • no healing two turns in a row, unless HP ≤ 35% (against an enemy that hits harder than the potion heals, it would spend the fight drinking);
  • no healing at full HP;
  • no mana potion right after healing, or if no equipped skill costs MP.

Templates and default

  • Balanced (the default): manifests, potion and heal at HP ≤ 50%, mana potion at MP ≤ 30%, renews buffs and uses the strongest damage skill. It is the same hero used to calibrate monsters, towers and dungeons.
  • Aggressive: heals only at HP ≤ 30% (largest potion) and opens with area skills against groups.
  • Cautious: heals at HP ≤ 60% and restores mana at MP ≤ 40%.

Up to 8 rules. Picking a template only takes effect after Save; Restore default goes back to Balanced. The ranked arena and guild war have no potions; dungeons use the run's potion limit and raid bosses a limit per fight.

Related rules