Auto Integrated Strategy
Auto Integrated Strategy
MAA selects the latest theme by default, which can be changed in Auto Integrated Strategy - Integrated Strategy Theme.
Warning
All features involving automatic combat require a stable game frame rate of at least 60 FPS, including but not limited to Auto Combat and Integrated Strategy.
- Please pin the corresponding Integrated Strategy theme at the terminal in-game. Although automatic navigation is currently possible, long-term functionality is not guaranteed.
- Please manually end explorations of non-target themes in advance to ensure the target theme is ready to start exploration.
- You can select theme, difficulty, squad, starting operator (single operator name only), and more in settings.
- MAA can use support operators to start, by first entering the target operator name in
General Settings→Starting Operatorand then enablingAdvanced Settings→Use support unit for "Starting Operator". - When playing for the first time in a newly installed client:
- The difficulty selection button will not be displayed. Please manually select a difficulty once in-game, after which MAA can select it automatically.
- Tutorials will appear after entering the map screen. Please read and close them manually.
Recommended Starts
Last updated 2025/8/2
| Theme | Difficulty | Squad | Strategy | Operator |
|---|---|---|---|---|
| Phantom | Formal Investigation·3~7 | Leader Squad / Tactical Assault Squad | Overcoming Your Weaknesses | Thorns |
| Mizuki | Surging Waves·3~7 | People-Oriented Squad / Mind Over Matter Squad | Slow and Steady Wins the Race | Wiš'adel |
| Sami | Braving Nature·4~10 | Special Training Squad / Tactical Ranged Squad | Slow and Steady Wins the Race | Wiš'adel |
| Sarkaz | Face the Spirit·4~10 | Blueprint Mapping Squad / Tactical Ranged Squad | Slow and Steady Wins the Race | Wiš'adel |
| Garden | Enter the Garden·3~10 | Leader Squad / Tactical Ranged Squad | Slow and Steady Wins the Race | Wiš'adel |
The recommended difficulties consider factors like enemy difficulty, hope consumption, and score multiplier, and have been tested to be stable with high-level operators. Feel free to adjust based on your situation and needs.
| Theme | Notes |
|---|---|
| Phantom | Formal Investigation·4 and higher difficulties may give hope-reducing collectibles at start, preventing recruitment of six-star operators. |
| Mizuki | Surging Waves·4 and higher difficulties increase six-star operator hope cost by +1, making it potentially impossible to recruit them with Mind Over Matter Squad.People-Oriented Squad is better for high-level accounts, while Mind Over Matter Squad requires luck. |
| Sami | Braving Nature·6 and higher difficulties increase six-star operator hope cost by +1, potentially making it impossible to recruit them with Special Training Squad. |
| Sarkaz | Face the Spirit·15 and higher difficulties increase six-star operator hope cost by +1, potentially making it impossible to recruit them with Blueprint Mapping Squad.With Blueprint Mapping Squad, MAA will adopt an avoidance strategy to quickly obtain Spirit Bookmarks, but generally cannot complete endings.When using the Originium Ingot farming strategy with Point-Stab Ingot Squad, MAA will use shop refreshing to speed up the process. |
| Garden | Enter the Garden·15 and higher difficulties increase six-star operator hope cost by +1, potentially making it impossible to recruit them with Leader Squad.When set to Enter the Garden·3 difficulty with the Originium Ingot farming strategy and Leader Squad, MAA will use the End of Time stage-skip strategy to speed up the process. |
Combat Strategy
All MAA operations in Integrated Strategy use preset strategies, with all combat stages using built-in operation files. When no operation exists for a specific stage, a basic (not very intelligent) decision tree handles combat.
For details, see the Integrated Strategy Protocol.
- Automatically recognizes operators and their levels, selecting optimal operators and skills.
- Recognizes shop items and prioritizes purchasing more powerful collectibles.
Exception Handling
- Automatically reconnects and continues tasks after disconnections or the 4 AM server reset.
- For battles exceeding 5 minutes, automatically retreats all ground units; after 6 minutes, abandons the battle to avoid time-consuming deadlocks.
- If a task encounters problems, automatically abandons the current exploration and retries.
If the program repeatedly gets stuck at the same point, please submit an Issue with logs