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 + Moon Elf

How well does this team play together?

Very good team combination

Team rank #104 of 703Relative partner fit #7 of 37 (Moon Elf)

Recommended playstyle: Offensive

Decision basis: team quality without opponents

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

    similar
  • Defensive

    Impact on team synergy

    slightly worse

Opponent recommendations

Weakest opponent

Cursed Pirate + Jean Grey

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

Pyromancer + Treant

Even matchup

This matchup is closest to a neutral outcome.

  • 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

Strongest opponent

Huntress + Iceman

Challenging 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.
  • A large share of your damage runs through routes that bypass defense (pure, undefendable, collateral) – exactly where this opponent's prevention and avoidance barely apply.
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

    Moon Elf: Keep 5× Moon and reroll all dice not needed, aiming at Lunar Eclipse! (5 dice).

    If after roll 1 5× Moon for Lunar Eclipse! are reachable.

    Lunar Eclipse! deals a documented 12 damage and applies Blind/Entangle/Targeted, so the 5 committed dice stay on the table.

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

  3. 3

    Moon Elf + Artificer: First Moon Elf, then Artificer: Blind disrupts the opposing response to Nanobot.

    Both documented effects are available for the same game situation.

    This coordination is documented as an interaction between both characters.

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!.

Moon Elf

  • Keep 5× Moon and reroll all dice not needed, aiming at Lunar Eclipse! (5 dice).

    If after roll 1 5× Moon for Lunar Eclipse! are reachable.

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

  • Keep 4× Moon and reroll all dice not needed, aiming at Eclipse (4 dice).

    If after roll 1 4× Moon for Eclipse are reachable.

    If fewer than 4 matching dice remain after roll 1, switch to Lunar Eclipse!.

  • Keep 1× Bow + 3× Moon and reroll all dice not needed, aiming at Exploding Arrow (4 dice).

    If after roll 1 1× Bow + 3× Moon for Exploding Arrow are reachable.

    If fewer than 4 matching dice remain after roll 1, switch to Lunar Eclipse!.

These effects work together

  • Blind disrupts the opposing response to Nanobot.
  • Targeted sets up a window that Nanobot cashes in.
  • Entangle disrupts the opposing response to Nanobot.
  • Targeted sets up a window that Nanite cashes in.
  • Blind disrupts the opposing response to Shock Bot.

Watch out for this

  • Chain needs the same enemy figure but the mode rolls the target.
  • Chain needs the same enemy figure but the mode rolls the target.
  • Chain needs the same enemy figure but the mode rolls the target.
  • Role overlap within the team.
  • Schematics is the documented healing option.
  • Demising Shot can weaken opposing attacks.

Partners and alternatives

Artificer: Relative partner fit #7 of 37 (Moon Elf)

Blind disrupts the opposing response to Nanobot.

Entangle disrupts the opposing response to Nanobot.

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.

  • Doctor Strange · #3 of 37 · Solid choice

    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.

  • Monk · #4 of 37 · Solid choice

    Monk applies Chi (Chi, Chi), Evasive; their recorded effects add pressure and control windows to Artificer's existing routes.

    Monk adds Fist Strike (8 damage, normal), Combo Strike (7 damage, normal) as an attack route; this concrete damage line attacks through a different route alongside Artificer.

  • Seraph · #5 of 37 · Solid choice

    Seraph applies flight, blinding-light; their recorded effects add pressure and control windows to Artificer's existing routes.

    Seraph adds Holy Blade (7 damage, normal), Glorious (6 damage, normal) as an attack route; this concrete damage line attacks through a different route alongside Artificer.

  • Treant · #6 of 37 · Solid choice

    Treant applies Barbed Vine (Barbed Vine), Wellspring (Wellspring); their recorded effects add pressure and control windows to Artificer's existing routes.

    Treant adds Splinter (7 damage, normal), Overgrowth (8 damage, undefendable) as an attack route; this concrete damage line attacks through a different route alongside Artificer.