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

Necromancer + Monk

How well does this team play together?

Solid team combination

Team rank #266 of 703Relative partner fit #3 of 37 (Monk)

Recommended playstyle: Offensive

Decision basis: team quality without opponents

  • consistency and tempo sits 0.75 standard deviations above the field average and supports this playstyle.
  • consistency and tempo sits 0.53 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 + 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

Pale Lady + 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

    Necromancer: Keep 5× Soul and reroll all dice not needed, aiming at Necro-Dancer! (5 dice).

    If after roll 1 5× Soul for Necro-Dancer! are reachable.

    Necro-Dancer! deals a documented 10 damage and applies decrep-ify, so the 5 committed dice stay on the table.

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

  2. 2

    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!.

Watch this when rolling

Necromancer

  • Keep 5× Soul and reroll all dice not needed, aiming at Necro-Dancer! (5 dice).

    If after roll 1 5× Soul for Necro-Dancer! are reachable.

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

  • Keep 1× Scythe + 1× Bones + 2× Soul and reroll all dice not needed, aiming at Corpse Explosion (4 dice).

    If after roll 1 1× Scythe + 1× Bones + 2× Soul for Corpse Explosion are reachable.

    If fewer than 4 matching dice remain after roll 1, switch to Necro-Dancer!.

  • Keep 3× Bones + 2× Soul and reroll all dice not needed, aiming at Deadman's Party (5 dice).

    If after roll 1 3× Bones + 2× Soul for Deadman's Party are reachable.

    If fewer than 5 matching dice remain after roll 1, switch to Necro-Dancer!.

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.

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.
  • Necro-Dancer! can weaken opposing attacks.
  • Transcendence! can weaken opposing attacks.

Partners and alternatives

Necromancer: Relative partner fit #3 of 37 (Monk)

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

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 Necromancer'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 Necromancer.

  • Moon Elf · #2 of 37 · Very good choice

    Moon Elf applies Blind (Blind), Evasive (Evasive); their recorded effects add pressure and control windows to Necromancer's existing routes.

    Moon Elf adds Longbow (7 damage, normal), Demising Shot (4 damage, normal) as an attack route; this concrete damage line attacks through a different route alongside Necromancer.