Tactics Arena
Tactics Arena

You win before the fight starts.

A tactical 1v1 auto battler. Draft three units a round and counter the army the enemy is building.

  • No ads
  • No account
  • A few minutes per match
  • No energy timers

The trailer

Just under forty seconds, one descent.

Draft, heroes, the Hollow and the blow at the end. Captured from the game, in your language.

How it plays

Three picks. Two options. One winner.

Every round is the same sequence: pick three times, then fight. The armies get bigger with every round.

  1. Two units, you take one

    Three times a round the game puts a pair in front of you. A fresh pair costs 20 coins, each one after that ten more.

  2. The army stacks up

    Last round's units come back healed, the three new ones join them. In round five that is fifteen.

  3. Then it runs without you

    Both armies walk at each other. Whoever loses the round loses a life. At zero the match is over.

Units

Seven units that counter each other

From round two on you have watched the enemy army fight once. All of it comes back.

Melee

Knight

The balanced line-holder. Nothing spectacular, never a wasted pick, and hard on Assassins.

Melee

Guardian

A slow wall with little damage of its own. Buys your ranged units the time they need.

Melee

Assassin

Fast and fragile. Holds a flank, then blinks behind the enemy line and deletes the archers.

Ranged

Archer

Long reach, steady damage, almost no health. Devastating behind a wall, useless in front of one.

Ranged

Spear Thrower

Shorter range than an Archer but heavier hits. The mid-line compromise.

Ranged

Crossbowman

Long range, brutal single-target damage, slow reload. The answer to anything armoured.

Ranged

Plaguecaller

Weak on its own. Its plague hits every enemy of the kind it strikes, and when it falls, every enemy of its killer's kind. The answer to an army of one unit.

Commanders

Pick a Hero before you pick a unit

Heroes never step onto the battlefield. They bend the draft instead, with a passive that is always on, a tactical trick you can spend, and one ultimate per match. They get stronger by rarity, never by raw level.

Sir Aldric

Knight Commander · Melee

Passive
Hold the Line: Melee units take less damage.
Tactical
Shield Wall: Melee units start this battle shielded.
Ultimate
Divine Barrier: The whole army starts shielded.

Elara

Forest Ranger · Ranged

Passive
Ranger Training: Ranged units attack faster.
Tactical
Scout: Shows you the enemy's whole army mid-draft.
Ultimate
Arrow Storm: Every ranged unit's first shot hits twice as hard.

Vex

Shadow Master · Assassins

Passive
Night Steps: Assassins are harder to kill.
Tactical
Shadow Step: An assassin's opening strike hits far harder for one battle.
Ultimate
Shadow Assault: Assassins deal 30% more damage and attack 25% faster.

Borin

Iron Guardian · Defense

Passive
Iron Skin: Guardians take less damage.
Tactical
Bulwark: Knights and Guardians take less damage this battle.
Ultimate
Last Stand: Your whole army takes 25% less damage.

Lyra

Field Tactician · Combined Arms

Passive
Order of Battle: Your whole army deals more damage.
Tactical
Press the Attack: The whole army attacks faster for one battle.
Ultimate
Master Strategist: Your whole army deals 25% more damage.

Kael

Ash Commander · Aggression

Passive
First Strike: Opening attacks hit harder.
Tactical
Ignite: The opening hits harder still for one battle.
Ultimate
Onslaught: Your whole army attacks 25% faster.

Cassian

Banner Marshal · Mixed Ranks

Passive
Every Banner: Each unit type in your army makes all of it hit harder.
Tactical
Break Formation: For one battle the enemy's most numerous unit type deals less damage.
Ultimate
Checkmate: The enemy's most numerous unit type takes 25% more damage.

Campaign

Seven territories, seven ways to be wrong

Each territory rewrites one rule before you draft, and every one ends with a boss and a Hero. The rule is shown before you commit. Adapting to it is the whole point.

The world map of Tactics Arena with the territories to conquer
  • Kingdom No modifier. Where you learn the loop.
  • Greenwood Forest Ranged and fast units are 10% more effective.
  • Iron Mountains Heavy melee gains 15% defence.
  • Ashen Volcano All damage up 20%. Battles end fast.
  • Frozen Lands Everything moves 15% slower.
  • Shadowlands One enemy draft pick stays hidden from you.
  • Crystal Realm Rerolls cost half. Coins flow faster.

And then the Sky Spire

After the Crystal Realm the Spire opens. Every floor is generated from its number, so floor 40 is the same fight for everybody. Every tenth floor is a boss, and the enemy gains a level every three floors.

The Arena

The Arena is one list of a hundred places

  • 3

    Attacks a day

  • 15

    Units in your defense

  • 100

    Opponents

  • Asynchronous arena You play whenever you want. No queue to wait in, no time to agree on with anybody.
  • Every week runs on one terrain One of the seven terrains applies to every attack that week.
  • Sunday at 18:00 UTC pays out Wins and held defenses pay Valor Marks; your place at the end of the week pays most. The ladder is not reset.
  • Design your own banner You pick the field, the trim, the emblem and its colour.

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