Game mode
Dice Throne Team Analyzer
Pick a mode, pick your heroes – and see right away what to do.
Game mode
2 vs 2
Without opponents we analyze your team on its own: fit, best partners and survival.
Team A
Playstyle: Balanced
Jean Grey + Seraph
How well does this team play together?
Recommended playstyle: Offensive
Balanced(current)
Impact on team synergy
similarOffensive
Impact on team synergy
Defensive
Impact on team synergy
slightly worseControl
Impact on team synergy
similar
This is your plan
- 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
Seraph: Keep 5× Pendant and reroll all dice not needed, aiming at Split the Heavens! (5 dice).
If after roll 1 5× Pendant for Split the Heavens! are reachable.
Split the Heavens! deals a documented 13 damage, so the 5 committed dice stay on the table.
If fewer than 5 matching dice remain after roll 1, switch to Highest Power.
- 3
Jean Grey + Seraph: Coordinate Jean Grey und Seraph: 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!.
Seraph
Seraph looks for reliable damage.
Keep 5× Pendant and reroll all dice not needed, aiming at Split the Heavens! (5 dice).
If after roll 1 5× Pendant for Split the Heavens! are reachable.
If fewer than 5 matching dice remain after roll 1, switch to Highest Power.
Keep 4× Pendant and reroll all dice not needed, aiming at Highest Power (4 dice).
If after roll 1 4× Pendant for Highest Power are reachable.
If fewer than 4 matching dice remain after roll 1, switch to Split the Heavens!.
Keep 1× Blade + 1× Wings + 1× Cross + 1× Pendant and reroll all dice not needed, aiming at Holy Smite (4 dice).
If after roll 1 1× Blade + 1× Wings + 1× Cross + 1× Pendant for Holy Smite are reachable.
If fewer than 4 matching dice remain after roll 1, switch to Split the Heavens!.
Watch out for this
- Role overlap within the team.
- Survival coverage 0/4.
- Survival coverage 0/4 (prevention, avoidance, healing, attack denial).
- Vulnerability when rolls fail.
- Highest Power can weaken opposing attacks.
Partners and alternatives
Jean Grey: Relative partner fit #4 of 37 (Seraph)
Adds new roles: damage.
Adds extra damage pressure (49 versus 43).
These partners fit better
- Ninja · #1 of 37 · Solid choice
Closes missing survival areas: damage prevention (coverage 0/4 → 1/4).
Adds new roles: damage.
- Iceman · #2 of 37 · Solid choice
Closes missing survival areas: damage prevention (coverage 0/4 → 1/4).
Adds new roles: damage.
- Raveness · #3 of 37 · Solid choice
Closes missing survival areas: damage prevention (coverage 0/4 → 1/4).
Adds new roles: damage.