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 + 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
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
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
Psylocke + Seraph: Coordinate Psylocke 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
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!.
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.
- Parry can weaken opposing attacks.
- Highest Power can weaken opposing attacks.
Partners and alternatives
Psylocke: Relative partner fit #5 of 37 (Seraph)
Adds new roles: damage.
No documented direct interaction – the rating relies solely on role and survival balance.
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.
- Iceman · #3 of 37 · Solid choice
Closes missing survival areas: damage prevention (coverage 0/4 → 1/4).
Adds new roles: damage.
- Headless Horseman · #4 of 37 · Solid choice
Adds new roles: damage.
No documented direct interaction – the rating relies solely on role and survival balance.