Auto Battler
Top 150 best Steam games of all time tagged with Auto Battler, according to gamer reviews.
Top 150 best Steam games of all time tagged with Auto Battler, according to gamer reviews.
Correlation is how often another tag appears together with this tag. If one in every five games tagged with Auto Battler is also tagged with a correlated tag, the correlated tag has 20% correlation. 100% correlation means the pair of tags always appear together.
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The Auto Battler tag refers to a relatively new genre of strategy games that gained popularity with the release of "Dota Auto Chess." In an auto battler game, players build and manage a team of units, typically referred to as heroes or characters, and place them on a battlefield. However, unlike traditional real-time strategy games where players directly control their units during battles, in auto battlers the combat is automated.
In an auto battler game, players focus on strategic decision-making rather than micro-managing individual units. They assemble their team by acquiring or purchasing different heroes with unique abilities. These heroes have various strengths and weaknesses that complement each other in battle.
Once the battle begins, the units automatically fight against each other based on their positioning and AI-controlled behaviors. The outcome of the battle is determined by factors such as unit stats, synergies between different hero types or factions, and player strategies deployed before combat.
An important aspect of auto battlers is economy management. Players earn currency throughout matches that can be used to purchase new heroes or upgrade existing ones. Properly allocating resources is crucial for maintaining a strong team composition.
Some well-known examples of auto battlers include:
Auto battlers have gained popularity as a subgenre, attracting both strategy game enthusiasts and players who enjoy collecting and experimenting with different hero combinations. They offer a unique approach to strategic decision-making and team composition while removing the need for real-time unit control during combat.
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