Game mode

Dice Throne Team Analyzer

Pick a mode, pick your heroes – and see right away what to do.

Game mode

2 vs 2

Playstyle
Opponents known?

Without opponents we analyze your team on its own: fit, best partners and survival.

Team A

Team A · Slot 1
Team A · Slot 2

Playstyle: Balanced

Jean Grey + Iceman

How well does this team play together?

Poorly matched team combination

Team rank #183 of 703Relative partner fit #2 of 37 (Iceman)

Recommended playstyle: Offensive

  • Balanced(current)

    Impact on team synergy

    similar
  • Offensive

    Impact on team synergy

    slightly better
  • Defensive

    Impact on team synergy

    slightly worse
  • Control

    Impact on team synergy

    similar

This is your plan

  1. 1

    Jean Grey: Keep 5× Phoenix and reroll all dice not needed, aiming at One True Phoenix! (5 dice).

    If after roll 1 5× Phoenix for One True Phoenix! are reachable.

    One True Phoenix! deals a documented 12 damage, so the 5 committed dice stay on the table.

    If fewer than 5 matching dice remain after roll 1, switch to Telekinetic Blast.

  2. 2

    Iceman: Keep 5× Frost and reroll all dice not needed, aiming at Ice Storm! (5 dice).

    If after roll 1 5× Frost for Ice Storm! are reachable.

    Ice Storm! deals a documented 13 damage and applies dice-cube, so the 5 committed dice stay on the table.

    If fewer than 5 matching dice remain after roll 1, switch to Cold Treat.

  3. 3

    Jean Grey + Iceman: Coordinate Jean Grey und Iceman: each character follows their documented contribution; no direct combo between them is documented.

    Order the contributions around the available roll and the current threat.

    This task allocation combines the documented individual contributions without claiming an undocumented synergy.

Watch this when rolling

Jean Grey

Jean Grey looks for reliable damage.

  • Keep 5× Phoenix and reroll all dice not needed, aiming at One True Phoenix! (5 dice).

    If after roll 1 5× Phoenix for One True Phoenix! are reachable.

    If fewer than 5 matching dice remain after roll 1, switch to Telekinetic Blast.

  • Keep 3× Astral + 2× Phoenix and reroll all dice not needed, aiming at Telekinetic Blast (5 dice).

    If after roll 1 3× Astral + 2× Phoenix for Telekinetic Blast are reachable.

    If fewer than 5 matching dice remain after roll 1, switch to One True Phoenix!.

  • Keep 4× Phoenix and reroll all dice not needed, aiming at Firebird (4 dice).

    If after roll 1 4× Phoenix for Firebird are reachable.

    If fewer than 4 matching dice remain after roll 1, switch to One True Phoenix!.

Iceman

Iceman looks for reliable damage.

  • Keep 5× Frost and reroll all dice not needed, aiming at Ice Storm! (5 dice).

    If after roll 1 5× Frost for Ice Storm! are reachable.

    If fewer than 5 matching dice remain after roll 1, switch to Cold Treat.

  • Keep 2× Ice + 3× Slide and reroll all dice not needed, aiming at Cold Treat (5 dice).

    If after roll 1 2× Ice + 3× Slide for Cold Treat are reachable.

    If fewer than 5 matching dice remain after roll 1, switch to Ice Storm!.

  • Keep 3× Ice and reroll all dice not needed, aiming at Frostbite (3 dice).

    If after roll 1 3× Ice for Frostbite are reachable.

    If fewer than 3 matching dice remain after roll 1, switch to Ice Storm!.

Watch out for this

  • Role overlap within the team.
  • Survival coverage 1/4.
  • Survival coverage 1/4 (prevention, avoidance, healing, attack denial).
  • Vulnerability when rolls fail.
  • Rime prevents ~4.5.
  • Ice to Meet You can weaken opposing attacks.

Partners and alternatives

Jean Grey: Relative partner fit #2 of 37 (Iceman)

Closes missing survival areas: damage prevention (coverage 0/4 → 1/4).

Adds new roles: damage.

These partners fit better