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Mana Battle
Build the ultimate hero guild, master positioning and triggers, and aim for a Gold Victory in this autobattler - or see how far you can go in Infinite Mode! Choose a powerful core crystal, unlock devastating synergies, and climb to the top with each match. Every decision matters!
Also available on Steam (with achievements!)
How to Play
The goal of Mana Battle is to destroy the enemy team’s crystal while protecting your own.
Reading Unit Descriptions
Cooldown: How long it takes for this unit to perform its action(s). In this example, it shields the crystal by 21 points.
Critical: The chance of causing double damage/heal/shield/poison/regen. If your critical chance is above 100%, the extra amount is converted into extra power. For example, 140% critical damage means double damage + 40% of the normal amount.
Basic Actions
These actions use the unit’s power as a reference. Increasing power strengthens a unit’s damage, heal, shield, poison, or regen amounts.
Damage
Directly harms the enemy crystal. Example: Damage 30 — this unit deals 30 damage to the enemy crystal.
Shield
Creates a protective barrier on your crystal. It absorbs damage until the shield is depleted. Example: Shield 40 — this unit adds 40 shield to the allied crystal.
Poison
Deals damage over time and ignores shield. Example: Poison 20 — the enemy crystal takes 2 damage per second (20 over 10s).
Regen
Restores life every second. Example: Regen 30 — the allied crystal restores 3 life per second (30 over 10s).
Heal
Restores your crystal’s life, and removes 10% of the amount healed from your current poison. Example: Heal 20 — the allied crystal restores 20 life and removes 2 poison.
Advanced Effects
Action descriptions follow the format: [effect] → [target]
Haste
Doubles the unit’s cooldown recovery speed while active. “Haste for 2 seconds” means the unit completes 4 seconds of cooldown during that time. Example: Haste 1.0s → Row — this unit applies haste to allies in the same row.
Slow
The opposite of haste. Haste and slow cancel each other out. Example: Slow 2.0s → Random enemy — this unit applies slow to a random enemy.
Charge
Instantly reduces the unit’s current cooldown by a set amount. If a unit needs 3s to activate and receives Charge 1s, it now activates in 2s. Example: Charge 2.0s → Column — this unit charges all allies in the same column by 2 seconds.
+x / +x*
Increases a unit’s power.
+x = temporary (lasts only during the match)
+x* = permanent (persists between matches) Example: +5 → Row — allies in the same row gain 5 power.
Reactions
The ⚡ icon represents a reaction, meaning this unit acts when another unit performs a specific action.
Reactions follow the format: ⚡[source] → [effect] → [target]
Example: ⚡Damage (row) → +5 → Column
Source: Any unit in the same row deals damage
Effect: +5 power
Target: This unit’s column
Note that a unit can't react to a reaction. If a unit reacts and applies slow, some other unit that reacts to slow will not react to that.
Other Possible Reaction Sources
Any: Any ally, regardless of action or position
Damage: Any ally that deals damage (heal, shield, etc. behave similarly when listed alone)
Left / Right / Top / Down: Adjacent units in that direction
Some units can react to Damage (enemy), Shield (enemy), etc., meaning they react to enemy actions as well,