GW1Tactics
PLAYHEROESWIKI
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Privacy·Terms·A fan project by gw1builds.com, not affiliated with ArenaNet
since 2026

Guide

  • About
  • Demo & Limitations
  • Pages & Flow
  • The Arena
  • Gambits
  • Battle Flow
  • Feedback

Skills

About

What is GW1 Tactics?

Internal AlphaConcept Stage

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.

Home/

Landing hub. Jump straight into Play, Heroes, or the Wiki.

Play/play

Current main loop. Lock in your squad, set strategy, scout the opponent, run the battle, and review the result.

Heroes/heroes

Roster management. View your owned heroes and presets, then create or open a hero to edit them.

Hero Detail/heroes/[id]

Build screen for one hero. Edit the skill bar, attributes, secondary profession, templates, and cleanup actions.

Wiki/wiki

Rules 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:

enemyallyselftargetphase
1
ElaraHammer Warrior
Example
1
Spike phase+Enemy Monk alive
Earth Shaker
AoE knockdown on group
otherwise
2
Target knocked down
Crushing Blow
Deep wound knocked-down target
otherwise
3
Target kiting+Enemy not spiking
Bull's Strike
Hammer Bash
Catch kiter then chain knockdown
otherwise
4
Always
Heavy Blow
Heavy Blow pressure

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. 1.
    Build -- Pick 6 heroes and choose their skill bars.
  2. 2.
    Gambits -- Run the strategy wizard, then edit any rules you want to change.
  3. 3.
    Battle -- Watch a 300-second auto-battle unfold.
  4. 4.
    Review -- Watch the replay and see how your gambits played out.
  5. 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.

Give Feedbackon Discord

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.

1

Warrior

Frontline melee fighter. High armor, adrenaline-fueled attacks with axes and swords.

Hammer Mastery
Earth Shaker
Earth ShakerAttack

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

8Adrenaline
Crushing Blow
Crushing BlowAttack

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

5Energy10Recharge
Hammer Bash
Hammer BashAttack

If this attack hits, target foe is knocked down

6Adrenaline
Heavy Blow
Heavy BlowAttack

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

5Adrenaline
Strength
Bull's Strike
Bull's StrikeAttack

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

5Energy10Recharge
Flail
FlailStance

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

4Adrenaline
Rush
RushStance

For 18 seconds, you move 25% faster.

5Energy15Recharge
General
Distracting Blow
Distracting BlowAttack

Interrupt. Disabled skill for 20s

5Energy10Recharge
2

Ranger

Ranged attacker. Bow skills, interrupts, and conditions from a safe distance.

Expertise
Distracting Shot
Distracting ShotAttack

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.

5Energy0.5Cast time10Recharge
Expert Focus
Expert FocusPreparation

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

10Energy2Cast time12Recharge
Lightning Reflexes
Lightning ReflexesStance

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

10Energy30Recharge
Marksmanship
Melandru's Shot
Melandru's ShotAttack

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.

5Energy1Cast time8Recharge
Punishing Shot
Punishing ShotAttack

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

10Energy0.5Cast time5Recharge
Forked Arrow
Forked ArrowAttack

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

10Energy5Recharge
Savage Shot
Savage ShotAttack

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

10Energy0.5Cast time5Recharge
Wilderness Survival
Apply Poison
Apply PoisonPreparation

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

15Energy2Cast time12Recharge
General
Dual Shot
Dual ShotAttack

Shoot two arrows simultaneously at target foe. These arrows deal reduced damage.

10Energy10Recharge
3

Monk

Healer and protector. Keeps the team alive with healing and protection prayers.

Divine Favor
Cure Hex
Cure HexSpell

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

5Energy1Cast time5Recharge
Healing Prayers
Word of Healing
Word of HealingSpell

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

5Energy0.75Cast time3Recharge
Dwayna's Kiss
Dwayna's KissSpell

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

5Energy1Cast time3Recharge
Infuse Health
Infuse HealthSpell

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

10Energy0.25Cast time
Patient Spirit
Patient SpiritSpell

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.

5Energy0.25Cast time4Recharge
Signet of Rejuvenation
Signet of RejuvenationSignet

Heal target ally for 119 Health.

1Cast time8Recharge
Protection Prayers
Life Sheath
Life SheathEnchantment Spell

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.

5Energy0.25Cast time2Recharge
Aura of Stability
Aura of StabilityEnchantment Spell

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

5Energy0.25Cast time12Recharge
Dismiss Condition
Dismiss ConditionSpell

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

5Energy0.75Cast time3Recharge
Guardian
GuardianEnchantment Spell

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

5Energy1Cast time4Recharge
Protective Spirit
Protective SpiritEnchantment Spell

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

10Energy0.25Cast time5Recharge
Reversal of Fortune
Reversal of FortuneEnchantment 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.

5Energy0.25Cast time2Recharge
Shield of Absorption
Shield of AbsorptionEnchantment Spell

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

5Energy1Cast time10Recharge
Spirit Bond
Spirit BondEnchantment Spell

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.

10Energy0.25Cast time2Recharge
4

Necromancer

Hex specialist. Curses that drain, degenerate, and punish attackers.

Curses
Spiteful Spirit
Spiteful SpiritHex Spell

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.

15Energy2Cast time10Recharge
Barbs
BarbsHex Spell

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

10Energy2Cast time5Recharge
Enfeeble
EnfeebleSpell

Target suffers from Weakness for 26 seconds.

5Energy1Cast time5Recharge
Faintheartedness
FaintheartednessHex Spell

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

10Energy1Cast time8Recharge
Price of Failure
Price of FailureHex Spell

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.

15Energy2Cast time10Recharge
Rend Enchantments
Rend EnchantmentsSpell

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

5Energy2Cast time15Recharge
Suffering
SufferingHex Spell

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

15Energy2Cast time10Recharge
Soul Reaping
Icy Veins
Icy VeinsHex Spell

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

10Energy1Cast time5Recharge
Signet of Lost Souls
Signet of Lost SoulsSignet

If target foe is below 50% Health, you gain 82 Health and 8 Energy.

0.25Cast time8Recharge
5

Mesmer

Disruption caster. Energy denial, interrupts, and hexes that shut down enemies.

Domination Magic
Energy Surge
Energy SurgeSpell

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

10Energy2Cast time20Recharge
Backfire
BackfireHex Spell

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

15Energy3Cast time20Recharge
Diversion
DiversionHex Spell

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

10Energy2Cast time12Recharge
Empathy
EmpathyHex Spell

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

10Energy2Cast time8Recharge
Energy Burn
Energy BurnSpell

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

10Energy2Cast time15Recharge
Power Leak
Power LeakSpell

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

10Energy0.25Cast time12Recharge
Power Spike
Power SpikeSpell

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

5Energy0.25Cast time8Recharge
Shame
ShameHex Spell

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.

10Energy2Cast time10Recharge
Shatter Enchantment
Shatter EnchantmentSpell

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

10Energy1Cast time20Recharge
Inspiration Magic
Power Drain
Power DrainSpell

If target foe is casting a spell or chant, that skill is interrupted and you gain 25 Energy.

5Energy0.25Cast time15Recharge
6

Elementalist

Damage dealer. Fire, lightning, and area spells that punish grouped targets.

Energy Storage
Glyph of Lesser Energy
Glyph of Lesser EnergyGlyph

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

5Energy1Cast time30Recharge
Fire Magic
Searing Flames
Searing FlamesSpell

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.

15Energy1Cast time2Recharge
Fire Attunement
Fire AttunementEnchantment Spell

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.

10Energy1Cast time30Recharge
Fireball
FireballSpell

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

10Energy1.5Cast time7Recharge
Glowing Gaze
Glowing GazeSpell

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

5Energy1Cast time8Recharge
Immolate
ImmolateSpell

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

10Energy1Cast time5Recharge
Liquid Flame
Liquid FlameSpell

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

10Energy1Cast time15Recharge