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
Raveness + Rogue
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
Raveness: Keep 5× Raven Eye and reroll all dice not needed, aiming at Fantastic Terrors! (5 dice).
If after roll 1 5× Raven Eye for Fantastic Terrors! are reachable.
Fantastic Terrors! deals a documented 13 damage and applies hex, so the 5 committed dice stay on the table.
If fewer than 5 matching dice remain after roll 1, switch to Craven.
- 2
Rogue: Keep 5× Ion and reroll all dice not needed, aiming at High Altitude! (5 dice).
If after roll 1 5× Ion for High Altitude! are reachable.
High Altitude! deals a documented 11 damage and applies influence, so the 5 committed dice stay on the table.
If fewer than 5 matching dice remain after roll 1, switch to Skybound.
- 3
Raveness + Rogue: Coordinate Raveness und Rogue: 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
Raveness
Raveness looks for reliable damage.
Keep 5× Raven Eye and reroll all dice not needed, aiming at Fantastic Terrors! (5 dice).
If after roll 1 5× Raven Eye for Fantastic Terrors! are reachable.
If fewer than 5 matching dice remain after roll 1, switch to Craven.
Keep a small straight and reroll all dice not needed, aiming at Craven (4 dice).
If after roll 1 a small straight for Craven are reachable.
If fewer than 4 matching dice remain after roll 1, switch to Fantastic Terrors!.
Keep 4× Raven Eye and reroll all dice not needed, aiming at Chamber (4 dice).
If after roll 1 4× Raven Eye for Chamber are reachable.
If fewer than 4 matching dice remain after roll 1, switch to Fantastic Terrors!.
Rogue
Rogue looks for reliable damage.
Keep 5× Ion and reroll all dice not needed, aiming at High Altitude! (5 dice).
If after roll 1 5× Ion for High Altitude! are reachable.
If fewer than 5 matching dice remain after roll 1, switch to Skybound.
Keep 2× Soar + 2× Ion and reroll all dice not needed, aiming at Skybound (4 dice).
If after roll 1 2× Soar + 2× Ion for Skybound are reachable.
If fewer than 4 matching dice remain after roll 1, switch to High Altitude!.
Keep a small straight and reroll all dice not needed, aiming at Absorption (4 dice).
If after roll 1 a small straight for Absorption are reachable.
If fewer than 4 matching dice remain after roll 1, switch to High Altitude!.
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.
- Nothing More prevents ~2.
- Fantastic Terrors! can weaken opposing attacks.
- Leach is the documented healing option.
Partners and alternatives
Raveness: Relative partner fit #3 of 37 (Rogue)
Adds extra damage pressure (41 versus 49).
No documented direct interaction – the rating relies solely on role and survival balance.
These partners fit better
- Shadow Thief · #1 of 37 · Poor fit
Adds extra damage pressure (44 versus 49).
No documented direct interaction – the rating relies solely on role and survival balance.
- Paladin · #2 of 37 · Poor fit
Adds extra damage pressure (42 versus 49).
No documented direct interaction – the rating relies solely on role and survival balance.