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
Psylocke + Iceman
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
Psylocke: Keep 5× Starlight and reroll all dice not needed, aiming at Otherworlder! (5 dice).
If after roll 1 5× Starlight for Otherworlder! are reachable.
Otherworlder! deals a documented 11 damage and applies paralyze, so the 5 committed dice stay on the table.
If fewer than 5 matching dice remain after roll 1, switch to Blade Dance.
- 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
Psylocke + Iceman: Coordinate Psylocke 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
Psylocke
Psylocke looks for reliable damage.
Keep 5× Starlight and reroll all dice not needed, aiming at Otherworlder! (5 dice).
If after roll 1 5× Starlight for Otherworlder! are reachable.
If fewer than 5 matching dice remain after roll 1, switch to Blade Dance.
Keep 4× Starlight and reroll all dice not needed, aiming at Blade Dance (4 dice).
If after roll 1 4× Starlight for Blade Dance are reachable.
If fewer than 4 matching dice remain after roll 1, switch to Otherworlder!.
Keep 2× Blade + 2× Mind and reroll all dice not needed, aiming at Paralysis (4 dice).
If after roll 1 2× Blade + 2× Mind for Paralysis are reachable.
If fewer than 4 matching dice remain after roll 1, switch to Otherworlder!.
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.
- Parry can weaken opposing attacks.
- Rime prevents ~4.5.
- Ice to Meet You can weaken opposing attacks.
Partners and alternatives
Psylocke: Relative partner fit #3 of 37 (Iceman)
Closes missing survival areas: damage prevention (coverage 0/4 → 1/4).
Adds new roles: damage.
These partners fit better
- Raveness · #1 of 37 · Solid choice
Closes missing survival areas: damage prevention (coverage 0/4 → 1/4).
Adds new roles: damage.
- Ninja · #2 of 37 · Solid choice
Closes missing survival areas: damage prevention (coverage 0/4 → 1/4).
Adds new roles: damage.