Matchup analyzer

Set mode, playstyle and characters to get a reasoned recommendation.

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

Artificer + Doctor Strange

How well does this team play together?

Very good team combination

Team rank #122 of 703Relative partner fit #3 of 37 (Doctor Strange)

Recommended playstyle: Offensive

Decision basis: team quality without opponents

  • offensive pressure sits 0.96 standard deviations above the field average and supports this playstyle.

Change versus the comparison baseline

currently selected playstyle: Balanced

Impact on team synergy

Comparison inside your own team, independent of the opposing team.

  • Balanced(current)

    Impact on team synergy

    similar
  • Offensive

    Impact on team synergy

    slightly better
  • Defensive

    Impact on team synergy

    slightly worse

Opponent recommendations

Weakest opponent

Cursed Pirate + Gunslinger

Favorable matchup

This setup is expected to give your selection the biggest advantage.

  • Your expected damage pressure per turn exceeds what this opponent can recover through defensive rolls and healing.
  • The opponent's damage pressure per turn is higher than your defense and healing can offset.
Analyze against this opponent

Most even opponent

Monk + Shadow Thief

Even matchup

This matchup is closest to a neutral outcome.

  • Your expected damage pressure per turn exceeds what this opponent can recover through defensive rolls and healing.
  • The opponent's damage pressure per turn is higher than your defense and healing can offset.
Analyze against this opponent

Strongest opponent

Huntress + Iceman

Even matchup

This setup is expected to be the biggest challenge for your selection.

  • The opponent's damage pressure per turn is higher than your defense and healing can offset.
  • Your expected damage pressure per turn exceeds what this opponent can recover through defensive rolls and healing.
Analyze against this opponent

This is your plan

  1. 1

    Artificer: Keep 5× Bolt and reroll all dice not needed, aiming at Maximum Power! (5 dice).

    If after roll 1 5× Bolt for Maximum Power! are reachable.

    Maximum Power! deals a documented 10 damage and applies Nanite/Nanite, so the 5 committed dice stay on the table.

    If fewer than 5 matching dice remain after roll 1, switch to Spanner Strike.

  2. 2

    Doctor Strange: Keep 5× Amulet and reroll all dice not needed, aiming at All-Seeing Eye! (5 dice).

    If after roll 1 5× Amulet for All-Seeing Eye! are reachable.

    All-Seeing Eye! deals a documented 16 damage, so the 5 committed dice stay on the table.

    If fewer than 5 matching dice remain after roll 1, switch to Wand of Watoomb.

Watch this when rolling

Artificer

  • Keep 5× Bolt and reroll all dice not needed, aiming at Maximum Power! (5 dice).

    If after roll 1 5× Bolt for Maximum Power! are reachable.

    If fewer than 5 matching dice remain after roll 1, switch to Spanner Strike.

  • Keep 3× Wrench and reroll all dice not needed, aiming at Spanner Strike (3 dice).

    If after roll 1 3× Wrench for Spanner Strike are reachable.

    If fewer than 3 matching dice remain after roll 1, switch to Maximum Power!.

  • Keep a small straight and reroll all dice not needed, aiming at Jolt (4 dice).

    If after roll 1 a small straight for Jolt are reachable.

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

Doctor Strange

  • Keep 5× Amulet and reroll all dice not needed, aiming at All-Seeing Eye! (5 dice).

    If after roll 1 5× Amulet for All-Seeing Eye! are reachable.

    If fewer than 5 matching dice remain after roll 1, switch to Wand of Watoomb.

  • Keep 4× Amulet and reroll all dice not needed, aiming at Wand of Watoomb (4 dice).

    If after roll 1 4× Amulet for Wand of Watoomb are reachable.

    If fewer than 4 matching dice remain after roll 1, switch to All-Seeing Eye!.

  • Keep a small straight and reroll all dice not needed, aiming at Mystic Bolts (4 dice).

    If after roll 1 a small straight for Mystic Bolts are reachable.

    If fewer than 4 matching dice remain after roll 1, switch to All-Seeing Eye!.

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.
  • Schematics is the documented healing option.
  • Cloak of Levitation prevents ~2.
  • Wand of Watoomb can weaken opposing attacks.

Partners and alternatives

Artificer: Relative partner fit #3 of 37 (Doctor Strange)

Doctor Strange applies crimson bands, premonition; their recorded effects add pressure and control windows to Artificer's existing routes.

Doctor Strange adds Augury (8 damage, normal), Astral Incursion (8 damage, normal) as an attack route; this concrete damage line attacks through a different route alongside Artificer.

These partners fit better

  • Cursed Pirate · #1 of 37 · Solid choice

    Parlay disrupts the opposing response to Nanobot.

    Parlay disrupts the opposing response to Shock Bot.

  • Barbarian · #2 of 37 · Solid choice

    Barbarian applies concussion, stun; their recorded effects add pressure and control windows to Artificer's existing routes.

    Barbarian adds Smack (8 damage, normal), Sturdy Blow (4 damage, undefendable) as an attack route; this concrete damage line attacks through a different route alongside Artificer.