Pokémon Auto Chess — Beginner's Guide

Pokémon Auto Chess looks busy the first time you open it: eight players, a shop that keeps changing, a board full of Pokémon fighting on their own, numbers flying everywhere. Underneath, it's a small set of rules that all push in the same direction. This guide walks through every one of them, in order, from "what am I even looking at" to "how do I place top four on purpose". No prior auto-battler experience assumed. Written for game version 6.11; the numbers move a little each patch but the ideas don't.

Start from the beginning →

1

What Pokémon Auto Chess Is

The 30-second pitch, where it came from, and what a match actually looks like.

2

Core Match Flow and Board Basics

Planning phase, battle phase, the bench, the board, and how a game is won or lost.

3

Pokémon Units: Stats, Roles, and Positioning

What every stat does, the front-line / back-line / support roles, and where to stand.

4

Buying, Benching, and Building Your Team

Turning a pile of random Pokémon into a board with a plan.

5

The Shop, Rerolls, and Unit Tiers

How the shop is filled, when a reroll is worth 1 gold, and the shared unit pool.

6

Combining Copies and Star Upgrades

Three of a kind makes one stronger — why star level matters more than almost anything.

7

Evolutions: Requirements, Timing, and Strategy

Count, item, hatch, and special evolutions, and when to chase one versus cut it.

8

Items: Types, Effects, and Best Holders

Components and combined items, who wants what, and how to not waste a carousel pick.

9

Economy: Gold, Interest, Winning, and Losing Streaks

Interest, streak gold, and the eternal choice between spending now and saving for later.

10

Experience, Levels, and Board Capacity

Every level is one more unit on the board — when to buy XP and when to hold it.

11

Synergies: Types, Thresholds, and Team Bonuses

The heart of the game: how type bonuses activate and why they decide fights.

12

Stacking Synergies Without Weakening the Board

Two strong synergies beat five weak ones — how to add bonuses without adding dead weight.

13

Early-, Mid-, and Late-Game Strategy

What to prioritise on stage 2, on stage 15, and on stage 30.

14

Scouting Opponents and Adapting Your Composition

Reading the other seven boards and changing your plan before it is too late.

15

Common Beginner Mistakes and How to Avoid Them

The dozen habits that lose games, and the fix for each.

16

A Simple First-Game Checklist

A round-by-round cheat sheet to keep next to you for your first few games.

Tools to use alongside the guide