Build a macro for your next keybind
Choose an action and type a spell, item or target. The spell list follows your class filter. For an item, type its name or an inventory slot. Add conditions to control when the action runs. Copy the result into the in-game macro window and try it on a safe target.
Conditions choose an action
Conditions inside one bracket pair must all match. Separate bracket pairs offer alternatives, and a semicolon separates actions. Use [@mouseover,help] before a healing spell to choose a friendly mouseover. A second action with [harm] can choose a hostile target instead. Each spell must be learned by your character.
A modifier such as [mod:shift] checks a held key. [combat] checks combat, and [form:1] checks your current form or stance. Form numbers depend on your class. Focus appears in the builder only where it is available.
Sequences advance with each press
A castsequence uses comma-separated spells. A reset such as reset=target/combat returns it to the beginning when you change targets or leave combat. A number resets after that many seconds without pressing the macro. A sequence does not choose a spell by cooldown or cast every spell with one press.
What the check can tell you
The checker flags unknown commands and conditions, mismatched brackets, malformed sequence resets and macros over the character limit. Compare versions to see which commands and targets differ. Addon commands can work in game even when they are unknown here.
A syntax check cannot confirm that you know a spell, own an item, have a valid target or can cast during combat. It does not execute Lua or simulate cooldowns, range, resources or the global cooldown. Always test the result in game.