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

Gunslinger + Doctor Strange

How well does this team play together?

Solid team combination

Team rank #229 of 703Relative partner fit #3 of 37 (Doctor Strange)

Recommended playstyle: Offensive

Decision basis: team quality without opponents

  • offensive pressure sits 0.54 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 + Vampire Lord

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

    Gunslinger: Keep 5× Bullseye and reroll all dice not needed, aiming at Fill 'Em With Lead! (5 dice).

    If after roll 1 5× Bullseye for Fill 'Em With Lead! are reachable.

    Fill 'Em With Lead! deals a documented 10 damage and applies Bounty/Knockdown/Bounty/Knockdown, so the 5 committed dice stay on the table.

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

  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

Gunslinger

  • Keep 5× Bullseye and reroll all dice not needed, aiming at Fill 'Em With Lead! (5 dice).

    If after roll 1 5× Bullseye for Fill 'Em With Lead! are reachable.

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

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

    If after roll 1 4× Bullseye for Deadeye are reachable.

    If fewer than 4 matching dice remain after roll 1, switch to Fill 'Em With Lead!.

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

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

    If fewer than 4 matching dice remain after roll 1, switch to Fill 'Em With Lead!.

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 1/4.
  • Survival coverage 1/4 (prevention, avoidance, healing, attack denial).
  • Vulnerability when rolls fail.
  • Duel prevents ~2.
  • Bounty Hunter can weaken opposing attacks.
  • Cloak of Levitation prevents ~2.

Partners and alternatives

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

Doctor Strange applies crimson bands, premonition; their recorded effects add pressure and control windows to Gunslinger'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 Gunslinger.

These partners fit better

  • Treant · #1 of 37 · Solid choice

    Knockdown disrupts the opposing response to Barbed Vine.

    Knockdown disrupts the opposing response to Dryad.

  • Barbarian · #2 of 37 · Solid choice

    Barbarian applies concussion, stun; their recorded effects add pressure and control windows to Gunslinger'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 Gunslinger.