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Pocket Auto Arena
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Overview

🎮

What is Pocket Auto Arena?

An async auto-battler — build your team, position them, and see if your strategy pays off against other players' lineups.

🏆

How to Win a Run

Start with 5 lives. Win 10 battles without losing all lives to become Champion, earning +50 Lifetime Gold. Each win also earns +1g.

🪙

Shop & Economy

Buy heroes (3g each, 5g for T5), sell for 1g. Merge 3 identical heroes at the same level to upgrade. Freeze the shop to keep heroes for next round.

Mana & Skills

Heroes gain +5 MP/s, +10 MP on attack and on hit taken. At 100 MP the skill fires automatically and MP resets.

⬆️

Hero Levels

L1 = base · L2 = ×2 stats (merge 3×L1) · L3 = ×4 stats (merge 3×L2). Skills scale at each level too.

💎

Lifetime Gold

A meta-currency that never resets. Earned from wins and champion runs. Used to buy cosmetics — fully server-authoritative.

Heroes

— heroes
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Compare Heroes

Mechanics

⚔️ Battle Engine

  • 60 ticks/second, max 120 seconds
  • A* pathfinding, recalculated every 30 ticks
  • Mana: +5/s passive · +10 on attack · +10 on hit
  • Skill fires at 100 MP and resets to 0
  • Server-computed; client replays from frames

🏪 Shop

  • 5 random heroes per round, refresh costs 1g
  • Freeze keeps current heroes for next round free
  • Shop won't offer heroes you already have at L3
  • Versus: earn 1 free roll per consecutive loss

🎮 Game Modes

  • Arena — solo, 5 lives, 10 wins = champion
  • Beginner — same rules, easier ghosts
  • Versus — real-time PvP, 7 HP each
  • Friendly — private code room, no MMR
  • Ranked — versus with MMR ladder

📊 Statistics

  • Total Runs — runs started
  • Run Winrate — champion runs ÷ total runs
  • Battle Winrate — wins ÷ total battles
  • Abandoning a run counts as a loss

Place up to 5 heroes on your half of the arena before each battle — the rest sit on the bench and don't fight. Melee heroes form the frontline; ranged and supports go behind.

Positioning Guide

Arena = bottom half of the screen. Bench = the bottom row (bench units don't fight). Only the 5 heroes placed on the arena participate in battle.

🎯 Target Priority

Each unit attacks the nearest enemy (euclidean distance) — not necessarily the weakest. Proper positioning can "protect" your carry by placing tanks between it and the enemy.

📏 Radius Matters

Larger heroes (higher radius) are easier to hit with AoE and attract more stray projectiles. Consider this when building vs. AoE-heavy comps.

⚔️ Frontline vs. Backline

Place tanks (Shell-Back, Iron Golem, Siege Troll, Loyal Squire) at the front. Keep ranged and support heroes behind them. Melee heroes in the back have to walk past friendlies before reaching enemies.

🎯 Isolated Ranged

A ranged hero placed far from your frontline forces enemy melee to travel a long path to reach it — granting extra free attack cycles. Strong in early rounds before Siege Troll and Void Shinobi become available.

💥 AoE & Spacing

Heroes packed tightly together are vulnerable to AoE: Thunder Griffin (Chain Lightning), Pyromancer (Fireball), Iron Golem (Earthquake). Spreading ranged units reduces this risk — but be aware that isolated units become prime targets for Void Shinobi (Shadow Step), which teleports directly to the most distant enemy.

🌊 MAELSTROM Synergy

Storm Leviathan's MAELSTROM pulls all enemies toward the arena center. Placing your own AoE heroes near the center maximizes damage after the pull lands.

Strategies & Team Building

Key synergies, counter-picks, and strategic tips based on real match data.

⚗️ Key Synergies

🌊 MAELSTROM + AoE

Storm Leviathan + any AoE hero

MAELSTROM (r550) pulls ALL enemies toward the arena center. Any AoE skill then hits the entire grouped team: Pyromancer's Fireball, Elite Archer's Arrow Rain, Furious Barbarian's Crushing Leap. The pull is the enabler — the damage source is flexible.

⚡ Templar + Skill Teams

Holy Templar + any skill-reliant hero

SACRED PRESENCE grants +40/80/160% mana generation to all allies. At L2 the team fires skills nearly twice as often — a multiplier on every skill-based hero in the lineup.

🐺 Dire Wolf + Melee

Dire Wolf · Furious Barbarian · Berserker Viking · Blood Empress

PACK HOWL gives a flat +5/10/20 ATK buff to every ally globally. In a melee-dense lineup the ATK bonus compounds with each attack per second from every unit on the board.

🔗 Voodoo Shaman + Tank

Voodoo Shaman · any frontline tank

SPIRIT LINK reflects a share of focused enemy damage onto the highest-HP enemy. With a tank drawing fire in front, the enemy's carry takes true damage without ever being directly targeted.

🎯 Bounty Hunter + Ranged

Bounty Hunter + Elite Archer / Heavy Crossbow / Thunder Griffin…

MARK OF DEATH forces ALL allies to focus the marked target. Melee heroes need to walk to it first — ranged heroes pivot and shoot instantly. The more ranged units in your team, the faster the marked target dies.

🎯 Counter-picks

🧌 Siege Troll

vs. Ranged-heavy comps

TROLL TOSS grabs a unit (max 150px) and throws it at the most distant enemy — directly into the ranged cluster at the backline. AoE r100 stun hits everyone grouped there.

⛰️ Iron Golem

vs. Melee-heavy comps

EARTHQUAKE is an instant AoE stun (r250) centered on the Golem. Melee-heavy teams naturally cluster on the frontline — the Golem stuns all of them simultaneously.

🧙 Plague Witch

vs. High-ATK single carry

FLY SWARM targets the highest-ATK enemy, applying DoT + −50% ATK reduction + Silence for 4 seconds. This neutralizes the opponent's primary damage dealer at full effectiveness.

🐈‍⬛ Nimble Rogue

vs. AoE / DoT comps

CAMOUFLAGE removes the Rogue from all targeting. Invisible units cannot be targeted by poison pools, breath cones, or fly swarms — the Rogue keeps attacking while being unhittable.

👤 Void Shinobi

vs. Isolated ranged units

SHADOW STEP teleports to the most distant enemy, then silences all units nearby on landing (r150). A ranged hero positioned far from the rest of its team is the perfect target — Void Shinobi teleports directly to it and neutralizes it before it can reposition.

⚡ Thunder Griffin (& other AoE)

vs. Grouped / clustered units

CHAIN LIGHTNING bounces between nearby enemies, losing 20% damage per jump. The tighter the enemy formation, the more jumps connect. Same logic: Pyromancer (Fireball), Iron Golem (Earthquake), Furious Barbarian (Crushing Leap) — any AoE is amplified by clustering.

💡 General Tips

    Status Effects

    ✨ Positive (Buffs)
    Shield
    Absorbs incoming damage before HP is lost. Color varies by source (green = Shell-Back). When depleted, HP takes damage normally.
    Shell-Back (Brutal Taunt) · Bubble Mystic (Mana Bubble)
    Invisible
    Cannot be targeted by enemies. Appears semi-transparent to allies. Attacking or leaving the designated area breaks the effect early.
    Nimble Rogue (Camouflage) · Desert Dancer (Sandstorm)
    Invulnerable
    Immune to all damage for the duration (gold tint). Applies to the ally with the lowest HP — can be self.
    Royal Paladin (Divine Shield)
    ATK Up
    Increases base attack damage for a duration. Displayed as a ⚔️ icon above the unit.
    Dire Wolf (Pack Howl — affects all allies globally)
    ATK Speed Up
    Increases attack frequency for all allies. Displayed as a ⚙️ icon above each buffed unit.
    Clockwork Tinkerer (Overdrive)
    Phys. Damage Reduction
    Reduces physical damage received by a percentage. Displayed as a 🛡 icon. Applies to self and the 2 nearest allies.
    Loyal Squire (Rally Cry)
    Lifesteal
    Each attack heals the attacker for 50% of the damage dealt.
    Berserker Viking (Nordic Fury)
    Mana Surge
    All allies generate mana at an accelerated rate, reaching their skill much sooner.
    Holy Templar (Sacred Presence)
    💀 Negative (Debuffs)
    Stunned
    Cannot move, attack, or use skills. The unit shakes in place. Displayed as a 💫 icon.
    Spear Recruit (Lance Throw) · Iron Golem (Earthquake) · Centaur Lancer (Charge Trample) · Furious Barbarian (Crushing Leap) · Siege Troll (Troll Toss)
    Silenced
    Cannot use its skill even at 100 MP. Normal attacks and movement continue. Displayed as a 🔇 icon.
    Plague Witch (Fly Swarm) · Void Shinobi (Shadow Step)
    Slowed
    Reduces movement speed. A slow of 100% (Blizzard L3) brings a unit to a complete halt.
    Ice Apprentice (Blizzard) · Furious Barbarian (Crushing Leap) · Storm Leviathan (Maelstrom pull)
    Marked
    The target takes bonus damage from all sources and is focused by every ally until it dies. Only one mark exists at a time.
    Bounty Hunter (Mark of Death)
    Mind Controlled
    Temporarily fights for the enemy team (purple tint). Returns when the effect expires or the caster dies.
    Mind Flayer (Mind Control)
    Cursed
    Has a 50% chance to miss each attack and suffers a 50% ATK reduction. Applied by pest clouds that linger on the target.
    Plague Witch (Fly Swarm)
    Burning / Poisoned
    Deals periodic damage each second for the duration. Fire damage from breath; toxic damage from pools and pest clouds.
    Ancient Dragon (Ancient Breath) · Plague Witch (Fly Swarm) · Toxic Alchemist (Toxic Vial)
    Spirit Linked
    A portion of each hit taken by the linked unit is reflected as true damage to another enemy (the highest-HP unit on its team).
    Voodoo Shaman (Spirit Link)

    Cosmetics

    Purely visual items purchased with Lifetime Gold. All transactions are server-authoritative — gold is never edited client-side.

    🎩 Hats

    Appear on top of your heroes during battle and replays.

    🦸 Capes & Wings

    Worn behind your heroes — capes flow during idle animations, wings spread on skill cast.

    🎬 Entrances

    How your heroes march onto the battlefield at the start of each battle.

    🌄 Backgrounds Coming Soon

    Replace the default battle arena with a custom backdrop.

    🏔️

    Arena Backgrounds

    Custom battle arena visuals are in development. Keep an eye on patch notes for when they drop.

    FAQ

    Why did I lose even though I seemed stronger?
    Battles are deterministic and computed on the server. Positioning, skills, and counter-picks matter far more than raw stats. A well-placed ranged hero can out-damage a higher-stat frontline.
    What is Lifetime Gold?
    A meta-currency that never resets between runs. You earn +1 Lifetime Gold per battle win and +50 for becoming Champion. It is used to buy cosmetics from the in-game shop.
    What is the difference between Arena and Beginner Mode?
    Both modes use the same 5-lives, 10-wins rules. Beginner Mode matches you against weaker ghost teams, making it easier to reach Champion the first time.
    What happens if I close the game mid-run?
    Your run is saved on the server. When you come back you resume exactly where you left off — same round, same team, same shop.
    Why do high-tier heroes appear as early as round 2–3?
    Merging 3 heroes of the same level (L1→L2) unlocks higher-tier heroes in the shop. Once you have a Lv2 hero, T3 heroes can start appearing. Prioritize early merges to accelerate your power curve.
    Who are my opponents?
    Other real players. Between rounds the game selects an opponent from the player pool — you face their actual lineup.
    Can I have the same hero more than once?
    Yes. You can have duplicates until you merge 3 copies at the same level to upgrade to the next level. Having duplicates is intentional — it's part of the merge economy.

    Patch Notes