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

Monk + Gunslinger

How well does this team play together?

Very good team combination

Team rank #50 of 703Relative partner fit #14 of 37 (Gunslinger)

Recommended playstyle: Offensive

Decision basis: team quality without opponents

  • offensive pressure sits 0.39 standard deviations above the field average and supports this playstyle.
  • consistency and tempo sits 0.11 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

Seraph + 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

    Monk: Keep 3× Palm and reroll all dice not needed, aiming at Tempest Rush (3 dice).

    If after roll 1 3× Palm for Tempest Rush are reachable.

    Tempest Rush deals a documented 18 damage and applies Knockdown, so the 3 committed dice stay on the table.

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

  2. 2

    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.

  3. 3

    Gunslinger + Monk: First Gunslinger, then Monk: Both effects apply the same status – the benefit overlaps.

    Both documented effects are available for the same game situation.

    This coordination is documented as an interaction between both characters.

Watch this when rolling

Monk

  • Keep 3× Palm and reroll all dice not needed, aiming at Tempest Rush (3 dice).

    If after roll 1 3× Palm for Tempest Rush are reachable.

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

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

    If after roll 1 5× Lotus for Transcendence! are reachable.

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

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

    If after roll 1 3× Fist for Fist Strike are reachable.

    If fewer than 3 matching dice remain after roll 1, switch to Tempest Rush.

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!.

These effects work together

  • Both effects apply the same status – the benefit overlaps.
  • Both effects apply the same status – the benefit overlaps.
  • Both effects apply the same status – the benefit overlaps.
  • Knockdown disrupts the opposing response to Serenity.
  • Both effects apply the same status – the benefit overlaps.

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.
  • Transcendence! can weaken opposing attacks.
  • Duel prevents ~2.
  • Bounty Hunter can weaken opposing attacks.

Partners and alternatives

Monk: Relative partner fit #14 of 37 (Gunslinger)

Both effects apply the same status – the benefit overlaps.

Knockdown disrupts the opposing response to Serenity.

These partners fit better

  • Shadow Thief · #1 of 37 · Very good choice

    Shadow Thief applies Shadows (Shadows), Sneak Attack (Sneak Attack); their recorded effects add pressure and control windows to Monk's existing routes.

    Shadow Thief adds Dagger Strike (8 damage, normal), Shifty Strike (4 damage, normal) as an attack route; this concrete damage line attacks through a different route alongside Monk.

  • Treant · #2 of 37 · Solid choice

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

  • Huntress · #3 of 37 · Solid choice

    Huntress applies Nyra's Bond (Nyra's Bond, Nyra's Bond), Bleed (Bleed); their recorded effects add pressure and control windows to Monk's existing routes.

    Huntress adds Animalistic (5 damage, normal), Savage (5 damage, normal) as an attack route; this concrete damage line attacks through a different route alongside Monk.

  • Cursed Pirate · #4 of 37 · Solid choice

    Parlay disrupts the opposing response to Serenity.

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

  • Paladin · #5 of 37 · Solid choice

    Paladin applies Crit (Crit), Protect (Protect); their recorded effects add pressure and control windows to Monk's existing routes.

    Paladin adds Righteous Combat (7 damage, normal), Mighty Prayer (3 damage, undefendable) as an attack route; this concrete damage line attacks through a different route alongside Monk.

  • Moon Elf · #6 of 37 · Solid choice

    Blind disrupts the opposing response to Serenity.

    Entangle disrupts the opposing response to Serenity.

  • Cyclops · #7 of 37 · Solid choice

    Cyclops applies battle-plan, support; their recorded effects add pressure and control windows to Monk's existing routes.

    Cyclops adds Hand to Hand (7 damage, normal), Target Acquired (5 damage, normal) as an attack route; this concrete damage line attacks through a different route alongside Monk.

  • Rogue · #8 of 37 · Solid choice

    Rogue applies influence, ionic energy; their recorded effects add pressure and control windows to Monk's existing routes.

    Rogue adds Brawl (6 damage, normal), Sass (3 damage, undefendable) as an attack route; this concrete damage line attacks through a different route alongside Monk.

  • Iceman · #9 of 37 · Solid choice

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

  • Gambit · #10 of 37 · Solid choice

    Gambit applies molecular-acceleration, dissolution; their recorded effects add pressure and control windows to Monk's existing routes.

    Gambit adds Bo Staff (7 damage, normal), Bojutsu (2 damage, undefendable) as an attack route; this concrete damage line attacks through a different route alongside Monk.

  • Loki · #11 of 37 · Solid choice

    Loki applies illusion, bag of tricks; their recorded effects add pressure and control windows to Monk's existing routes.

    Loki adds Mockery (8 damage, normal), Confuddle (7 damage, normal) as an attack route; this concrete damage line attacks through a different route alongside Monk.

  • Doctor Strange · #12 of 37 · Solid choice

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

  • Tactician · #13 of 37 · Solid choice

    Tactician applies tactical advantage, constrict; their recorded effects add pressure and control windows to Monk's existing routes.

    Tactician adds Saber Strike (6 damage, normal), Carpet Bomb (2 damage, normal) as an attack route; this concrete damage line attacks through a different route alongside Monk.