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

Cyclops + Treant

How well does this team play together?

Very good team combination

Team rank #39 of 703Relative partner fit #3 of 37 (Treant)

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

Huntress + Pyromancer

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.
  • 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

    Cyclops: Keep 5× Blast and reroll all dice not needed, aiming at Optic Blast! (5 dice).

    If after roll 1 5× Blast for Optic Blast! are reachable.

    Optic Blast! deals a documented 11 damage and applies focus-fire, so the 5 committed dice stay on the table.

    If fewer than 5 matching dice remain after roll 1, switch to Never Back Down.

  2. 2

    Treant: Keep 5× Swirl and reroll all dice not needed, aiming at Wake the Forest! (5 dice).

    If after roll 1 5× Swirl for Wake the Forest! are reachable.

    Wake the Forest! deals a documented 10 damage and applies Barbed Vine, so the 5 committed dice stay on the table.

    If fewer than 5 matching dice remain after roll 1, switch to Call of the Wild.

Watch this when rolling

Cyclops

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

    If after roll 1 5× Blast for Optic Blast! are reachable.

    If fewer than 5 matching dice remain after roll 1, switch to Never Back Down.

  • Keep 3× Fist + 2× Blast and reroll all dice not needed, aiming at Never Back Down (5 dice).

    If after roll 1 3× Fist + 2× Blast for Never Back Down are reachable.

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

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

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

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

Treant

  • Keep 5× Swirl and reroll all dice not needed, aiming at Wake the Forest! (5 dice).

    If after roll 1 5× Swirl for Wake the Forest! are reachable.

    If fewer than 5 matching dice remain after roll 1, switch to Call of the Wild.

  • Keep a large straight and reroll all dice not needed, aiming at Call of the Wild (5 dice).

    If after roll 1 a large straight for Call of the Wild are reachable.

    If fewer than 5 matching dice remain after roll 1, switch to Wake the Forest!.

  • Keep 4× Swirl and reroll all dice not needed, aiming at Nature's Grasp (4 dice).

    If after roll 1 4× Swirl for Nature's Grasp are reachable.

    If fewer than 4 matching dice remain after roll 1, switch to Wake the Forest!.

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.
  • Rooted prevents ~2.5.

Partners and alternatives

Cyclops: Relative partner fit #3 of 37 (Treant)

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

These partners fit better

  • Cursed Pirate · #1 of 37 · Very good choice

    Cursed Pirate applies Cursed Doubloon (Cursed Doubloon, Cursed Form), Powder Keg (Powder Keg, Powder Keg); their recorded effects add pressure and control windows to Cyclops's existing routes.

    Cursed Pirate adds Cutlass Strike (7 damage, normal), X Marks the Spot (6 damage, undefendable) as an attack route; this concrete damage line attacks through a different route alongside Cyclops.

  • Monk · #2 of 37 · Very good choice

    Monk applies Chi (Chi, Chi), Evasive; their recorded effects add pressure and control windows to Cyclops'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 Cyclops.