About
What is GW1 Tactics?
GW1 Tactics is a fan-made 6v6 auto-battler inspired by Guild Wars 1 PvP. It is not affiliated with ArenaNet or any official Guild Wars product.
You pick six heroes, give each one a skill bar, and set their gambits (the IF/THEN rules that decide how they fight). Battles run on their own. You watch, review, adjust, and run it back.
Demo & Limitations
This is a very early, rough demo. It is here to share the overall feel and direction of GW1 Tactics, not the finished game. Expect rough edges, missing pieces, and frequent changes.
What is not in yet:
- Real async PvP. Battles run against built-in opponent teams for now.
- Full skill coverage. Many skills and some AI behaviors are placeholders or still being tuned.
- Persistent saves. Teams, gambits, and progress may be wiped between updates.
- Final balance and polish. Numbers, pacing, and UI are all work in progress.
Pages & Flow
The main player path is simple right now: start at Home, build or edit heroes in Heroes, then run fights from Play. The Wiki is the reference layer around that loop.
/Landing hub. Jump straight into Play, Heroes, or the Wiki.
/playCurrent main loop. Lock in your squad, set strategy, scout the opponent, run the battle, and review the result.
/heroesRoster management. View your owned heroes and presets, then create or open a hero to edit them.
/heroes/[id]Build screen for one hero. Edit the skill bar, attributes, secondary profession, templates, and cleanup actions.
/wikiRules guide plus searchable skill explorer for every supported profession and attribute.
The Arena
The arena is the core game mode the project is built around. In the current demo, you bring your team into 6v6 battles against built-in opponent teams. Real async PvP is still the goal, but it is not live yet.
Each fight lasts 300 seconds. Your heroes play it out on their own, guided by their skill bars and the gambits you set. The current /play flow handles prep, scouting, battle, and results without any real-time lobby pressure.
Gambits
Gambits are per-hero, ordered IF/THEN rules that decide which skill a hero uses and on whom. They are inspired by the gambit system from Final Fantasy XII. Each hero checks their rules top to bottom every tick, and the first one whose conditions all match fires.
You do not write them from scratch. A short strategy wizard asks three questions:
- How do we win? (spike, pressure, or balanced)
- Who do we focus? (healer, damage dealers, or weakest)
- How aggressive are we? (aggressive, setup first, or defensive)
The wizard reads your answers alongside each hero's skill bar and the enemy comp, then generates a starting rule set for every hero. The Gambits tab on your team modal shows them. You can toggle, reorder, or rewrite any rule if you want more control.
A rule reads as IF one or more conditions THEN a single skill or a short combo chain. Condition chips are color-coded by target:





A snippet of Elara's rule list. Her real gambits run longer. This shows the shape.
Battle Flow
Every arena battle follows this loop:
- 1.Build -- Pick 6 heroes and choose their skill bars.
- 2.Gambits -- Run the strategy wizard, then edit any rules you want to change.
- 3.Battle -- Watch a 300-second auto-battle unfold.
- 4.Review -- Watch the replay and see how your gambits played out.
- 5.Adjust -- Rewrite rules, swap skills, and run it back.
Feedback
This build is rough and still very early in development, so honest feedback is especially useful right now. Bugs, balance notes, confusion, and blunt first impressions are all welcome.
If you are signed in, you can also use the Feedback button in the top nav. Specific notes help the most: what page you were on, what you expected, what happened instead, and whether it felt fun or frustrating.
Warrior
Frontline melee fighter. High armor, adrenaline-fueled attacks with axes and swords.

Target foe and all adjacent foes are knocked down. (50% failure chance with Hammer Mastery 4 or less.)

If this attack hits, you strike for +16 damage. If you hit a knocked-down foe, that foe suffers Deep Wound for 17 seconds.

If this attack hits, target foe is knocked down

Lose all adrenaline. If this attack hits a foe suffering from Weakness, that foe is knocked down and you strike for +24 damage.

If this attack hits a moving foe, you strike for +25 damage, and your target is knocked down.

For 5 seconds, you attack 25% faster and move 33% slower.

For 18 seconds, you move 25% faster.

Interrupt. Disabled skill for 20s
Ranger
Ranged attacker. Bow skills, interrupts, and conditions from a safe distance.

If Distracting Shot hits, it interrupts target foe's action but deals only 13 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.

For 24 seconds, your bow attacks deal bonus damage and benefit from focused expertise.

For 10 seconds, you have a 75% chance to block melee and projectile attacks, and you attack 33% faster.

If Melandru's Shot hits, your target begins Bleeding for 21 seconds. If it hits a foe that is moving or knocked down, that foe takes +22 damage and is Crippled for 13 seconds.

If Punishing Shot hits, you strike for +18 damage and your target is interrupted.

Shoot split arrows that can strike the same target twice unless you are hexed or enchanted.

If Savage Shot hits, your target's action is interrupted. If that action was a spell, you strike for +25 damage.

For 24 seconds, foes struck by your physical attacks become Poisoned for 13 seconds.

Shoot two arrows simultaneously at target foe. These arrows deal reduced damage.
Monk
Healer and protector. Keeps the team alive with healing and protection prayers.

Remove one Hex from target ally. If a Hex was removed, that ally is healed for 102 Health.

Heal target ally for 81 Health. Heal for an additional 98 Health if that ally is below 50% Health.

Heal target other ally for 51 Health and an additional 30 Health for each enchantment or hex on that ally.

Lose half your current Health. Target other ally is healed for 129% of the amount you lost.

For 2 seconds, target ally is enchanted with Patient Spirit. Unless this enchantment ends prematurely, that ally is healed for 102 Health when the enchantment ends.

Heal target ally for 119 Health.

Remove 2 conditions from target ally. For 8 seconds, the next time that ally would take damage or life steal, that ally gains that amount of Health instead, maximum 84.

For 7 seconds, target other ally cannot be knocked down.

Remove one condition from target ally. If that ally is under the effects of an enchantment, that ally is healed for 63 Health.

For 6 seconds, target ally has a 50% chance to block attacks.

For 19 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or spell.

For 8 seconds, the next time target ally would take damage or life steal, that ally gains that amount of Health instead, maximum 67.

For 6 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under this enchantment.

For 8 seconds, whenever target ally takes more than 50 damage from the next 10 attacks or spells, that ally is healed for 78 Health.
Necromancer
Hex specialist. Curses that drain, degenerate, and punish attackers.

For 18 seconds, whenever target foe attacks or uses a skill, Spiteful Spirit deals 29 shadow damage to that foe and all adjacent allies of that foe.

For 30 seconds, target foe takes extra damage whenever it takes physical damage.

Target suffers from Weakness for 26 seconds.

For the next 13 seconds, target foe attacks 50% slower, and that foe suffers -2 Health degeneration.

For 30 seconds, target foe has a 25% chance to miss with attacks and takes 37 damage whenever that foe fails to hit in combat.

Remove 8 enchantments from target foe. For each Monk enchantment removed, you lose 31 Health.

For 25 seconds, target foe and all nearby foes suffer -2 Health degeneration.

Target foe takes cold damage. For 30 seconds, if target foe dies all nearby foes take cold damage.

If target foe is below 50% Health, you gain 82 Health and 8 Energy.
Mesmer
Disruption caster. Energy denial, interrupts, and hexes that shut down enemies.

Target foe loses 8 Energy. For each point of Energy lost, that foe and all nearby foes take 9 damage.

For 10 seconds, whenever target foe casts a spell, that foe takes 119 damage.

For 6 seconds, the next time target foe uses a skill, that skill takes an additional 47 seconds to recharge.

For 13 seconds, whenever target foe attacks, that foe takes 46 damage and deals 12 less damage.

Target foe loses 8 Energy and takes 9 damage for each point of Energy lost.

If target foe is casting a spell or chant, that skill is interrupted and target foe loses 14 Energy.

If target foe is casting a spell or a chant, that skill is interrupted and target foe takes 102 damage.

For 6 seconds, the next time target foe casts a spell that targets an ally, the spell fails and you steal up to 12 Energy from that foe.

Remove an enchantment from target foe. If an enchantment is removed, that foe takes damage.

If target foe is casting a spell or chant, that skill is interrupted and you gain 25 Energy.
Elementalist
Damage dealer. Fire, lightning, and area spells that punish grouped targets.

For the next 15 seconds, your next 2 spells cost 16 less Energy to cast.

Target foe and all nearby foes are struck with Searing Flames. Foes already on fire when this skill is cast are struck for 82 fire damage. Foes not already on fire begin Burning for 6 seconds.

For 55 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the skill each time you use Fire Magic.

Send out a ball of fire that strikes target foe and all adjacent foes for 91 fire damage.

Target foe takes 41 fire damage. If that foe is on fire, you gain Energy.

Target foe is struck for 64 fire damage and is set on fire for 3 seconds.

Target foe takes fire damage. If that foe is attacking, nearby foes are set on fire.