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 + Samurai

How well does this team play together?

Solid team combination

Team rank #144 of 703Relative partner fit #10 of 37 (Samurai)

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

    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

Pyromancer + 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

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.
  • 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

    Samurai: Keep 5× Sun and reroll all dice not needed, aiming at Shogun! (5 dice).

    If after roll 1 5× Sun for Shogun! are reachable.

    Shogun! deals a documented 13 damage and applies shame, so the 5 committed dice stay on the table.

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

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!.

Samurai

  • Keep 5× Sun and reroll all dice not needed, aiming at Shogun! (5 dice).

    If after roll 1 5× Sun for Shogun! are reachable.

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

  • Keep a large straight and reroll all dice not needed, aiming at Masamune (5 dice).

    If after roll 1 a large straight for Masamune are reachable.

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

  • Keep 2× Katana + 3× Helmet and reroll all dice not needed, aiming at Solemnity (5 dice).

    If after roll 1 2× Katana + 3× Helmet for Solemnity are reachable.

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

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.
  • Stand Tall prevents ~2.
  • Solemnity can weaken opposing attacks.

Partners and alternatives

Artificer: Relative partner fit #10 of 37 (Samurai)

Samurai applies shame, honor; their recorded effects add pressure and control windows to Artificer's existing routes.

Samurai adds Katana Slice (7 damage, normal), Wakizashi (3 damage, undefendable) 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.

  • 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.

  • Moon Elf · #7 of 37 · Solid choice

    Blind disrupts the opposing response to Nanobot.

    Entangle disrupts the opposing response to Nanobot.

  • Iceman · #8 of 37 · Solid choice

    Iceman applies dice-cube, ice-shard; their recorded effects add pressure and control windows to Artificer's existing routes.

    Iceman adds Frostbite (7 damage, normal), Ice to Meet You (2.5 damage, undefendable) as an attack route; this concrete damage line attacks through a different route alongside Artificer.

  • Raveness · #9 of 37 · Solid choice

    Raveness applies feather, hex; their recorded effects add pressure and control windows to Artificer's existing routes.

    Raveness adds Peck (7 damage, normal), Murder of Crows (7 damage, normal) as an attack route; this concrete damage line attacks through a different route alongside Artificer.