Auto Chess Strategies Tier List

In Auto Chess, everything can work. If you follow some positioning, economy, and bench management common sense, and importantly - if you are a little bit lucky with your shop rolls, you can win with any strategy.

However, in order to consistently reach a top spot in your lobbies and increase your rank, you need to be aware of the meta. Because of this, with the help of Matt from Mattjestic Gaming (a Queen player on multiple accounts and one of the most consistent guide creators for Auto Chess!), we created this strategies tier list that will hopefully help you out!

Criteria:

/This Auto Chess strategy tier list was updated on the 4th of June 2019. We’ll update it again once the meta changes significantly./

To increase your rank, you need to consistently get top 4 in your lobbies. Because of this, strategies have two criteria:

  • Strength/Potential: is the end-game lineup strong enough to take a top spot in the current meta?
  • Consistency: how easy to build and flexible is the strat and as a result - how volatile is your final placement in the lobby?

Bear in mind that most builds perform poorly when 3 or more people contest the same hero pool. This means that if you see multiple people going for one of the Tier 1 strats, it’s not a good idea to go for it as well. It might be better to choose one of the Tier 2 strats that isn’t getting contested and is a good counter.

Summary:

Below you can see a table with data from 900 Queen rank games. The data was assembled by Hemitate, you can see the original Reddit thread here - the effort on his side to assemble it is quite astonishing, so he deserves all the props he can get.

The table shows the most common (simplified) strategies in the game and how they performed. To evaluate the success of the strategies, we created two scores:

  • NOMINAL SCORE: a weighted average of all top 4 finishes of the strategy. For weights, we use the MMR constants that the Auto Chess MMR algorithm uses (127 for 1st place, 102 for 2nd, 77 for 3rd, 51 for 4th). The nominal score represents the consistency of the strategy.
  • EXPECTED SCORE: we normalize for the number of games - it is the score which you would expect if all strategies were played the same amount of games. The expected score represents the potential strength of the strat. Of course, this score is more flawed for strats with less games played.

Auto Chess Simplified Strategies
Anti mage

Elves are not the strategy with the highest expected score, but they are the most consistent by far (especially if you add up the two variations - Elves + Hunters and Elves + Assassins, which will give Elves twice as many top 4 finishes as the 2nd most played strat). The (6) Elves bonus gives great survivability, the (3) Hunters or more commonly (3) Assassins - decent damage. Even though at first glance it seems Elves are countered by mages, the high HP pool of their three-star units (Druids) and especially Templar Assassin means an Elf comp actually deals pretty well with a mage comp.

Axe Portrait

Warrior lineups are the second most consistent. There are two major successful variations. The first one is (6) Warriors + (2) or (4) Beasts, which is the most common and reliable Warriors strat. The second one is (3) Warriors + (3) Hunters which utilizes multiple secondary synergies - (2) Beasts, (2) Undead, (2) Human, etc.

Dragon knight

Knights are a bit harder to make work after the (3)-(6) Knights synergy change, which pulls back on their consistency score. (6) Knights, however, is stronger than before, and as seen on the table (6) Knights + (3) Dragons is one of the highest tier strategies in the game. It's a very well-rounded lineup and the best counter to Mages. Bear in mind that the data was collected before the Winter Wyvern patch. His addition might make Dragon strats more consistent. (3) Knights is less popular, but it can work with (4) Trolls very well combined with (3) Warlocks.

Crystal Maiden

Mage lineups, in general, are the most diverse. (3) Mages is still one of the most popular synergies in the game and unlike most other strategies in the table (3) Mages can work in numerous variations (Warriors, Orcs, Elementals, Gods, etc.). All you need to make a good lineup with (3) Mages is a strong frontline and AoE and magic damage units in the late game (Kunkka, Disruptor, etc.). (6) Mages is also possible, but much harder to pull-off successfully.

Windranger

(6) Hunters are very unpopular in the Queen players' meta. To build a successful (6) Hunters lineup you need a high courier level, and the best strategies in high-level lobbies are ones which have a mature lineup on lvl8 at the latest. Because of this (3) Hunters is are what is used most often usually in combination with Warriors or Elves for a frontline. That said, in low-level lobbies where you can afford to play greedier (6) Hunters could be a more viable strategy.

Phantom Assassin

(6) Assassins are a low on the list because their consistency score suffers from the fact that they are heavily contested in most games. Bear in mind that the two most important Assassins (Templar and Phantom) will be contested by Elves players as well! This will make it very hard to get the three-star upgrades you need to place high (or win). If they are not contested in the lobby, they are quite consistent, and they would easily place you top 4 (so their overall place on the tier list will rise).

Techies Portrait

Goblins and Gods are unique in the sense that they need a specific legendary unit to work in the late game. This makes them inconsistent. Hence, they have a high expected score if you manage to get Techies or Zeus, but low nominal score because it's difficult to get the Legendary you require in a lot of games. They are easier to make work in lower-skill lobbies, where you can afford to be a bit greedier and to reach higher levels faster.

Detailed Strategies Data:

Auto Chess Detailed Strategies
Lobby Skill Level:

Take into account your lobby skill level as well. It changes the viability of some strats!

  • Pawn - learn the basics, you don't need a tier list!
  • Knight/Bishop lobbies usually allow you to go for greedier builds. There will be 3-4 players with bad builds, which usually means you won't lose too much HP in the mid game if you're playing greedily (unless you're unlucky and get matched against the top guys multiple times). This means saving 50 gold almost every game and planning to go to lvl9-10 with a finished lineup is viable. This also means you have more time to find Techies for Goblins, Zeus for Gods, or to invest in (6) Mages/Hunters in the late game, which would increase the overall consistency (and value) of these strats.
  • Rook/Queen lobbies are quite different because 99% of the time all 8 players will have a very decent lineup. This means the mid-late-game rounds (esp. 21-26) are hard, and if you are playing too greedily you will lose a lot of HP. Roll a bit earlier (e.g. maintain ~30 instead of 50 gold), and try not to rely on reaching 9/10-unit lineups or specific legendary units. Makeshift lineups with multiple 2 to 4 unit synergies are great for that reason. Try to have a lineup that's mature by lvl8 - lvl9 and 10 are a luxury. Gods and Goblins are noticeably weaker at this rank, which is reflected in the data above. Once the late game comes people will deliberately buy your key legendary (Techies and Zeus) and it's probable that you'll die (or at least lose too much HP) against the mature lvl8 lineups before you reach your full late-game potential. 
Below you can find example lineups for most of the popular strats. Take them with a grain of salt - everything is situational based on what you're getting from the shop.

Knights:

The idea is that CK + the Knight bonus will carry you in the early game, (3) Knights ideally with (2) Undead bonus will carry you in the mid game, and Dragons/Trolls/Hunters or/and (6) Knights will carry you late. 

Knights are a bit less consistent after the rework. (3) Knights is weaker than (4) Knights and not much easier to get, which makes Knight lineups a bit weaker in the early-mid game. The (6) Knights bonus is stronger than it was before and if you're going for Knights, it's often a good idea to plan to get (6) Knights in the late game.

KNIGHTS + DRAGONS
Knights + Trolls
Batrider
1
Chaos Knight
2
Luna
3
Omniknight portrait
4
Abaddon Portrait
5
Dragon knight
6
Winter Wyvern Portrait
7
Viper
8
Units: Bat, Chaos, Luna, Omni, Abaddon, Dragon Knight, Wyvern, Viper
Synergies: (6) Knights, (3) Dragons, (2) Human

Dragon + Knights lineups are Tier one and unlikely to fall off for two simple reasons:

  • Knights are the best counter to Mages, and as you can notice a lot of high-tier lineups have Mages as part of the build
  • Dragons (most importantly DK) is one of the hardest late-game carries
  • Knights are good versus physical damage burst (Assassins) as well!

The core of the lineup is quite simple (6) Knights + (3) Dragons. Yout highest upgrade priority is Dragon Knight - it's not uncommon to run two two-star DKs in the late game ot increase your DPS.

The additional units you can include are dependent on the situation. 

Counters:

Knights are versatile, so countering them is actually pretty hard. The best you could do is to have multiple control units (Medusa, Tide, etc.) to prevent the DK from freely auto-attacking for as long as possible. The (2) Shaman combo is great in this regard - DK is likely to be the highest tier unit on the enemy lineup, which will get him hexed. Spreading out is also a good idea in order to avoid some of DK’s splash damage.

Batrider
1
Chaos Knight
2
Abaddon Portrait
3
Witch Doctor
4
Dazzle Portrait
5
Troll Warlord
6
Necro
7
Alchemist hero icon
8
Units: Bat, CK, Luna, Aba, Witch Doctor, Shadow Shaman, Troll, Disruptor, Enigma, Prophet
Synergies: (3) Knights, (4) Trolls, (3) Warlocks, (2) Undead, (1) Demon, (1) Ogre

(3) Knights + (4) Trolls is a classic and easy combo. You need only 6 units and you have a very solid mid-game lineup – both tanky and deals solid damage. All additional units allow you to get secondary synergies which help out a great deal.

In the late game, you have two possible choices:

  • One is to get two additional Warlocks to give sustain to your whole lineup. If one of your four Knights is Aba, make sure one of your 3 Warlocks is Undead (DP or Necro) to get the (2) Undead bonus as well.
  • The alternative is to go for (6) Knights. This is by far the less common version and arguably the less successful. The drawback is that you need 9 units for a mature lineup, which means you're weaker on the key lvl8. The benefit is that you'll have a much tankier lineup in the late game, which helps against Mage comps.

Mages

Likely the strongest secondary synergy in the game because of the (3) Mages bonus, which buffs the spell damage of many high-tier non-mage units like Shadow Fiend, Kunkka, Disruptor, etc.

Orc-Warrior Mage
Elemental Mages
Axe Portrait
1
Juggernaut
2
Beastmaster
3
Disruptor Portrait
4
Kunkka
5
Razor
6
Crystal Maiden
7
Keeper of the Light
8
Units: Axe, Jugg, Beastmaster, Disruptor, Kunkka, Razor, Crystal Maiden, Keeper of the Light
Synergies: (3) Warriors, (3) Mages, (4) Orc, (2) Humans

The Warriors into Mages is a pretty solid opening since it takes care of a tanky frontline and damage-dealing backline. Going for (4) Orcs is a great idea because it makes the frontline even tankier and Disruptor is an amazing frontline hero in Mage lineups - he becomes a decent damage-dealer and thanks to CM he gets his ultimate off very fast. Jugg is also a good unit in a Mage lineup - his ultimate deals magic damage.

Since there are two Warriors in which are also Orcs, you usually want a third Warrior one to activate the armor bonus. It's best to chose among Doom and Kunkka. Doom has a bit better stats and deals more attack damage if you don't have another demon (it's possible to have Shadow Fiend in this lineup). Kunkka is a Human (he can silence), and his ultimate deals more magic damage and provides more AoE control. Both choices are fine.

In the late game your options are fairly open. If you have Kunkka, CM and KotL, it's a great idea to get another human for the (4) Humans bonus. If the game goes super late and you're fighting for the 1st spot, you might want to swap Beastmaster and Axe for more impactful units (e.g. two-star legendaries, (6) Mages, etc.).

Tiny
1
Juggernaut
2
Morph
3
Razor
4
Crystal Maiden
5
Keeper of the Light
6
Kunkka
7
Shadow Fiend Portrait
8
Units: Tiny, Jugg, Razor, Crystal Maiden, Keeper of the Light, Kunkka, Shadow Fiend
Synergies: (2) Elementals, (3) Mages, (3) Warriors, (2) Humans, (1) Demon

The core of the lineup is (2) Elementals (Razor + Tiny/Morph), and (3) Mages (Razor + CM and one more). This leaves you a lot of space to maneuver in the early and late game, which makes the lineup more consistent than most Mage lineups, yet still with a high ceiling.

Early-Mid Game:

You can start either with (3) Goblins or as in this example - (3) Warriors (one of which Tiny). You get Razor + 1 Element and two other Mages (preferably CM + KotL for the (2) Humans bonus and strong AoE damage, but other options are possible). You usually want to add Shadow Fiend to increase your damage output and to replace your weakest Warrior (not Tiny) with Kunkka for control, the Human synergy, and additional magic damage.

At this point, your mid-game lineup is set with 7 units, and you need to make a decision:

Late Game:

  • If you are facing a lot of melee damage (Knights, Warriors, Assassins), it's a great idea to go for (4) Elements. Enigma is hard to find, but if you manage to do it, you'll have a high chance to win against such strategies.
  • If you are playing against ranged lineups, however (Hunters, Mages), investing in (4) Elements is not a good idea and other standard high-value units will give you better results. You can get Lina for the (4) Humans bonus and standard units with control (Medusa, Tide, Disruptor, etc.)

Try to upgrade Morph to three stars if you are using him and give him survivability and regen items. He is a great frontline hero in an Element Mages lineup (even with (2) Elelemnts) because he is hard to kill. Once he uses Waveform, he loses the aggro and most likely will be able to use his spell a second time, which in turn gets buffed by the Mages magic resistance reduction.

Hunters:

Warrior Hunters
Knights-Hunters-Undead
Tusk
1
Lycan
2
Slardar Portrait
3
Drow Ranger
4
Windranger
5
Medusa
6
Necro
7
Kunkka
8
Units: Tusk, Lycan, Slardar, Drow, Wind, Medusa, Necro, Kunkka
Synergies: (3) Hunters, (3) Warriors, (2) Naga, (2) Undead, (2) Beast, (2) Humans

Warrior-Hunters is one of the most diverse openings, which makes it one of the most consistent if you play your hand right. At the same time, the possibility for multiple secondary synergies gives the strategy a very high ceiling (it has the highest score normalized for a number of games out of the top strategies).

The core of the lineup is (3) Warriors + (3) Hunters, but the strenght comes in the easy of building secondary synergies. Slardar + Medusa give you a very fast (2) Nagas bonus. Tusk + Lycan (later you can swap out tusk for a higher tier beast if you want) gives you (2) Beast. Drow needs one more Undead for the (2) Undead bonus. Kunkka + Lycan give you (2) Humans.

The lineup above is a great example of a mature 8-hero lineup, but you can reach it in different ways. For example, you can open up with (2) Orc (3) Warrior (3) Hunter thanks to Beastmaster. Later you can sell your two Orcs to replace with higher value units like Medusa and Kunkka, to increase the late-game potnetial of the lineup.

Chaos Knight
1
Abaddon Portrait
2
Omniknight portrait
3
Drow Ranger
4
Sniper
5
Medusa
6
Lich
7
Necro
8
Units: Chaos Knights, Omni Knight, Abaddon, Drow Ranger, Sniper, Medusa, Lich, Necro
Synergies: (4) Undead, (3) Knights, (3) Hunters, (1) Demon

The above lineup isn't included in the tier list because the data was collected before the Lich + Sven patch hit. We believe, however, that after Lich got introduced into the game the above 8-unit draft because very strong because you can consistently reach (4) Undead.

The logic is pretty simple - you get (3) Knights (3) Hunters (2) Undead because of Abaddon + Drow Ranger, and then you get Necro + Lich to get the full (4) Undead bonus.

If you mange to reach lvl9-10 you can make the draft even stronger. A Tide will give you the (2) Nagas bonus against Mage drafts. You can also replace Lich with Death Prophet and add another Warlock for the (3) Warlocks bonus in the super late game.

Gods & Goblins (+ Mages):

GODS + MAGES
GOBLINS + MAGES
Mars Icon
1
Clockwerk
2
Timbersaw
3
Razor
4
Crystal Maiden
5
Necro
6
Disruptor Portrait
7
Dazzle Portrait
8
Zeus Portrait
9
Medusa
10
Units: Mars, Clock, Timbersaw, Razor, Crystal Maiden, Necro, Disruptor, Dazzle, Zeus, Medusa
Synergies: (3) Mages, (2) Gods, (2) Mechs, (1) Priest

Gods are the newest and strangest synergy in the game because of the Species restrictions (in order for Gods to work, you cannot have any other active Species synergies). Nonetheless, they quickly became one of the strongest mainly because the cooldown reduction works wonders with some units – Necro, Razor, CM, Veno, Timber, etc. The (3) Mages magic resistance reduction  bonus is also great on a lineup that relies on spamming their spells to win.

God’s are probably the strat with the highest ceiling on the list (can beat anything if you manage to get a good late-game lineup), but they are also quite hard to make work. Because of the specific units that you need (and the inability to use other combinations because of the Species restrictions), Gods are likely to place you either in the very top or the very bottom of a competitive lobby.

Lineup:

The above lineup you use Puck for the quick (3) Mages synergy, which later on gets replaced by Zeus.

In the late game, it's possible to sell your Clock (or whichever early-game tank you're using) and replace it with a better late-game tank - Tide, two-star Medusa or Lone Druid.

Counters:

  • Two Nagas are great against any Mage lineup and especially good against Gods Mages.
  • Moreover, Gods + Mages usually deal a ton of damage, but they are relatively squishy because they don’t have space for a lot of defensive synergies. Because of this, Knight + Troll, or Assassin lineups could beat them, especially in the mid-late game.
  • Last, you can delay Gods players from getting the Zeus by buying him in the late game. The Gods lineup is strong even without Zeus, but he is a definite late-game power-spike.

Bounty Hunter
1
Tinker
2
Clockwerk
3
Timbersaw
4
Razor
5
Crystal Maiden
6
Keeper of the Light
7
Alchemist hero icon
8
Techies Portrait
9
Units: Bounty, Tinker, Clock, Timber, Razor, CM, Keeper, Alch, Techies, Medusa
Synergies: (6) Goblins, (4) Mechs, (3) Mages, (2) Humans

Goblins are the opposite of Gods in the sense that they are a very straightforward strategy. They are extremely strong early on, which helps you ride a winning streak in the early-mid game. They are most vulnerable in the mid-late game when their (3) Goblins (2) Mech synergies start to fall off and you still can’t find Techies. Once you do, however, you are again on a power spike, which gives you a chance to secure the game.

The reliance of the strat to get Techies (i.e. you are a bit at the mercy of RNG) means it's hard to take a top spot with Goblins consistently in high-rank lobbies. That said, Goblins give you the best possible start, which is very helpful for low-to-mid tier players.

Goblins are quite good in the late game thanks to the latest buff:  Nanobots now work on all allied heroes, not only on Goblins. This makes important late-game heroes like e.g. Tide/Medusa/Disruptor/Enigma really tanky and guarantees that they will cast their spells even if they get focused.

The fact that Alchemist got buffed recently (they gave him back armor reduction) also helps.

Mages are the best secondary synergy for Goblins for two simple reasons:

  • Mages are currently (arguably) the best secondary synergy overall thanks to the value that the (3) Mages bonus and CM give to your whole team.
  • Most Goblins (most importantly Tinker) deal magic damage with their abilities, so they benefit from the magic resistance reduction (and CM) as well

Counters: 

Goblins have Armor and Regen, which makes them vulnerable to Magic burst damage – Mages. The easiest counter, however, is to try to block the Goblins player from getting Techies fast. If you’re fighting with a Goblins player for the top spots, try to buy every Techies you see even if you don’t use it. This will decrease the chance that the Goblins player will get it, and even delaying it with a few rounds could cost the Goblins player a lot of health.

Assassins:

Assassins + Druids
Assassins + Elementals
Bounty Hunter
1
Queen of pain
2
Morph
3
Viper
4
Phantom Assassin
5
Templar Assassin
6
Treant Protector
7
Lone Druid
8
Units: Bounty, Queen, Morph, Viper, Phantom Assassin, Templar Assassin, Treant, Lone Druid
Synergies: (6) Assassins, (3) Elves

If you’re able to upgrade multiple Assassins to three-stars and you get a bit lucky with the items (most notably with Battle Fury, but other high-tier items area also great), you can easily snatch the first place in the lobby.

Moreover, Assassins are quite decent vs Mages (they can snipe them before they cast spells), which are common.

That said, Assassins are not that consistent because if the circumstances above aren’t present, you are actually not that strong in the late game and you get countered by tanky lineups (Warriors, Knights, Goblins, possibly Elves) and good positioning. To win with Assassins, you need to snowball in the mid game. And if other players are going for Assassins, it's much harder to get the three-star units you need.

That said, if other players in the lobby are not going for Assassins, the consistency score above will improve.

Lineup:

This is the standard Assassins buildup. You start with (3) Goblins with the Bounty, and later on, you sell off your other two Goblins and replace them with the two Druids, who are extremely tanky frontliners.

Usually, you want to stay on lvl8 and try to find three stars ideally on both PA and TA as well as your two Druids (and possibly even other Assassins, if lucky). 

If you reach lvl9, you usually want an additional unit with control, like Tide.

Bounty Hunter
1
Queen of pain
2
Morph
3
Tiny
4
Phantom Assassin
5
Viper
6
Templar Assassin
7
Razor
8
Enigma Portrait
9
Units: Bounty, Queen, Morph, Tiny, Phantom Assassin, Viper, Templar Assassin, Razor, Enigma
Synergies: (6) Assassins, (4) Elements

This is likely a bit controversial, but Matt believes Elemental-Assassins are a bit more reliant than the standard build:

"I feel that having two-star Tiny and Morphing and later possibly swapping for Razor can allow us to find 3/6 Assassins with less early game gold investment into other frontliners. This is because of the new Tiny toss that has a high chance of stunning enemy grouped units. Even at 1 star, Tiny can be a 1 cost Tide. In comparison, Elves + Assassins need PA, TA + another Elf (can be two-star AM or usually three-star Treant). This comes much later in the game in comparison. The ability to use Goblins initially works for both Elemental and Elves Assassins, so it is hard to say it’s a plus for the standard Elves."

In the late game, going for (4) Elementals is optional, but it's only good versus lineups with a lot of melee Heroes like Warriors.

The alternative is to use the free hero slots to place multiple two-star Assassins for the units you're trying to get to three stars. This is a great way to dominate the mid-late game because a very little fraction of your gold will stay on your bench.

Warriors

Beast Warriors
Tusk
1
Slardar Portrait
2
Lycan
3
Doom
4
Kunkka
5
Troll Warlord
6
Venomancer
7
Lone Druid
8
Medusa
9
Units: Tusk, Slardar, Lycan, Kunkka, Doom, Troll, Veno, Lone Druid, Medusa
Synergies: (4) Beasts, (6) Warriors, (2) Nagas, (2) Humans, (1) Demon

The core of the draft is (6) Warriors + (2) Beast, which you can achieve in 6 Units. Your 7th and 8th unit could be Veno + Lone Druid for the (4) Beast Bonus, and Medusa for more CC and the (2) Nagas bonus. This is the variation with the higher ceiling, but the drawback is that you need lvl9 to get a mature lineup.

There is an alternative - instead of investing in the two additional Beasts, you can get a Dazzle for the (2) Trolls bonus and get Medusa for the (2) Nagas on lvl8. This will give you a mature lineup on lvl8 and the Priest bonus will keep you in the game for longer if you are losing rounds, which will increase your chances to get into top 4 (but it will be slightly less likely that you get 1st place).

Elves

Elves into Assassins
Elves into Hunters
Anti mage
1
Nature's Prophet Portrait
2
Treant Protector
3
Queen of pain
4
Phantom Assassin
5
Templar Assassin
6
Windranger
7
Lone Druid
8
Enchantress
9
Units: Anti-Mage, Furion, Treant, Queen, Phantom Assassin, Templar Assassin, Wind, Lone, Ench
Synergies: (6) Elves, (3) Assassins, (2) Beast, (1) Demon

Elves into Assassins is the most consistent strategy in the meta right now. It is well-rounded (tanky with enough damage), relatively easy to build, and thanks to the (6) Elves power-spike it is one of the best comeback strategies in Auto Chess.

The key units are Phantom and Templar Assassin - with the (6) Elves and (3) Assassins bonus, with some bonus damage from the (2) Beasts, and hopefully, with good items, they will carry you to a top 4 finish quite easily.

Because of the Evasion, Elves are pretty great against most physical damage comps. However, even though at first glance they should get countered by Mages, they actually deal with Mages quite well. The HP pool of most units (especially the three-star Druids) is pretty high, and thanks to her ult Templar Assassin takes 0 damage from the nukes and proceeds to kill the quishy backline of the mages lineup.

Anti mage
1
Nature's Prophet Portrait
2
Treant Protector
3
Mirana
4
Windranger
5
Templar Assassin
6
Medusa
7
Lone Druid
8
Enchantress
9
Tidehunter Portrait
10
Units: Anti-Mage, Furion, Treant, Mirana, Windranger, Templar Assassin, Medusa, Lone Druid, Enchantress, Tidehunter
Synergies: (6) Elves, (3) Hunters, (2) Beasts, (2) Nagas

The Elves into Hunters variation is a bit less consistent than the Elves Assassins, but with a higher ceiling. The reason is that the core lineup (on lvl 7-8) is a bit weaker, but if you roll Tide from lvl8 to 10 (hopefully before lvl10) you have a big power spike and could easily take 1st pace in the lobby. The (2) Nagas bonus protects you from magic damage further, especially when combined with the high HP pool of your three-star units.

The core of the lineup is (6) Elves + (3) Hunters (Mirana, Windranger, Medusa), which is 7 units. On lvl8 and 9 you can put in a three-star Lone Druid and Enchantress for more tankiness and a damage boost from the (2) Beasts bonus. Your last luxury unit is Tide - he gives you more control, but more importantly the (2) Nagas bonus. Put him in as soon as you get him - he's a higher priority than Lone and Ench.

Thanks for reading! I hope you enjoyed our strategy tier list and found it useful!

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Authors

Kyril "MrNiceGuy" Kotashev
Writing

Kyril is the founder of DOTAHAVEN.com and an eternal student in Dota and Auto Chess!

Matt
Opinions & Info

Matt from Mattjestic Gaming is a very consistent Auto Chess streamer, Youtuber, guide creator, and the most positive dude you'll ever meet! He has managed to raise multiple accounts to the Queen rank, which showcases his expertise in the game.