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 + Ninja

How well does this team play together?

Poorly matched team combination

Team rank #235 of 703Relative partner fit #1 of 37 (Ninja)

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

    Ninja: Keep 4× Shuriken and reroll all dice not needed, aiming at Walk the Line (4 dice).

    If after roll 1 4× Shuriken for Walk the Line are reachable.

    Walk the Line deals a documented 12 damage and bypasses the defence roll, so the 4 committed dice stay on the table.

    If fewer than 4 matching dice remain after roll 1, switch to Assassinate!.

  3. 3

    Jean Grey + Ninja: Coordinate Jean Grey und Ninja: 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!.

Ninja

Ninja looks for reliable damage.

  • Keep 4× Shuriken and reroll all dice not needed, aiming at Walk the Line (4 dice).

    If after roll 1 4× Shuriken for Walk the Line are reachable.

    If fewer than 4 matching dice remain after roll 1, switch to Assassinate!.

  • Keep 5× Mask and reroll all dice not needed, aiming at Assassinate! (5 dice).

    If after roll 1 5× Mask for Assassinate! are reachable.

    If fewer than 5 matching dice remain after roll 1, switch to Walk the Line.

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

    If after roll 1 4× Mask for Shadewalk are reachable.

    If fewer than 4 matching dice remain after roll 1, switch to Walk the Line.

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.

Partners and alternatives

Jean Grey: Relative partner fit #1 of 37 (Ninja)

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

Adds new roles: damage.

This is already the best partner choice for Ninja.