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

Ninja + Gunslinger

How well does this team play together?

Solid team combination

Team rank #142 of 703Relative partner fit #8 of 37 (Gunslinger)

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

    similar
  • Defensive

    Impact on team synergy

    slightly worse

Opponent recommendations

Weakest opponent

Cursed Pirate + Psylocke

Even 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

Cursed Pirate + Vampire Lord

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.
  • Their area and collateral attacks reach several of your characters at once in this mode.
Analyze against this opponent

This is your plan

  1. 1

    Ninja: Keep 4× Shuriken and reroll all dice not needed, aiming at Walk the Line (4 dice).

    If after roll 1 4× Shuriken for Walk the Line are reachable.

    Walk the Line deals a documented 12 damage and bypasses the defence roll, so the 4 committed dice stay on the table.

    If fewer than 4 matching dice remain after roll 1, switch to Assassinate!.

  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 + Ninja: First Gunslinger, then Ninja: Knockdown disrupts the opposing response to Shade Shift.

    Both documented effects are available for the same game situation.

    This coordination is documented as an interaction between both characters.

Watch this when rolling

Ninja

  • Keep 4× Shuriken and reroll all dice not needed, aiming at Walk the Line (4 dice).

    If after roll 1 4× Shuriken for Walk the Line are reachable.

    If fewer than 4 matching dice remain after roll 1, switch to Assassinate!.

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

    If after roll 1 5× Mask for Assassinate! are reachable.

    If fewer than 5 matching dice remain after roll 1, switch to Walk the Line.

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

    If after roll 1 4× Mask for Shadewalk are reachable.

    If fewer than 4 matching dice remain after roll 1, switch to Walk the Line.

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

  • Knockdown disrupts the opposing response to Shade Shift.
  • Knockdown disrupts the opposing response to Delayed Poison.

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.

Partners and alternatives

Ninja: Relative partner fit #8 of 37 (Gunslinger)

Knockdown disrupts the opposing response to Shade Shift.

Knockdown disrupts the opposing response to Delayed Poison.

These partners fit better

  • Shadow Thief · #1 of 37 · Solid choice

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

  • Huntress · #2 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 Ninja'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 Ninja.

  • Treant · #3 of 37 · Solid choice

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

  • Paladin · #4 of 37 · Solid choice

    Paladin applies Crit (Crit), Protect (Protect); their recorded effects add pressure and control windows to Ninja'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 Ninja.

  • Cursed Pirate · #5 of 37 · Solid choice

    Parlay disrupts the opposing response to Shade Shift.

    Parlay disrupts the opposing response to Delayed Poison.

  • Cyclops · #6 of 37 · Solid choice

    Cyclops applies battle-plan, support; their recorded effects add pressure and control windows to Ninja'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 Ninja.

  • Moon Elf · #7 of 37 · Solid choice

    Blind disrupts the opposing response to Shade Shift.

    Blind disrupts the opposing response to Delayed Poison.