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 + Moon Elf

How well does this team play together?

Very good team combination

Team rank #138 of 703Relative partner fit #7 of 37 (Moon Elf)

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 + Gunslinger

Favorable matchup

This setup is expected to give your selection the biggest advantage.

  • 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

Most even opponent

Gunslinger + Treant

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

    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

    Moon Elf: Keep 5× Moon and reroll all dice not needed, aiming at Lunar Eclipse! (5 dice).

    If after roll 1 5× Moon for Lunar Eclipse! are reachable.

    Lunar Eclipse! deals a documented 12 damage and applies Blind/Entangle/Targeted, so the 5 committed dice stay on the table.

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

  3. 3

    Moon Elf + Ninja: First Moon Elf, then Ninja: Blind 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.

Moon Elf

  • Keep 5× Moon and reroll all dice not needed, aiming at Lunar Eclipse! (5 dice).

    If after roll 1 5× Moon for Lunar Eclipse! are reachable.

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

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

    If after roll 1 4× Moon for Eclipse are reachable.

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

  • Keep 1× Bow + 3× Moon and reroll all dice not needed, aiming at Exploding Arrow (4 dice).

    If after roll 1 1× Bow + 3× Moon for Exploding Arrow are reachable.

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

These effects work together

  • Blind disrupts the opposing response to Shade Shift.
  • Blind disrupts the opposing response to Delayed Poison.
  • Targeted sets up a window that Shade Shift cashes in.
  • Targeted sets up a window that Delayed Poison cashes in.
  • Entangle disrupts the opposing response to Shade Shift.

Watch out for this

  • Chain needs the same enemy figure but the mode rolls the target.
  • Chain needs the same enemy figure but the mode rolls the target.
  • Role overlap within the team.
  • Survival coverage 1/4.
  • Demising Shot can weaken opposing attacks.

Partners and alternatives

Ninja: Relative partner fit #7 of 37 (Moon Elf)

Blind disrupts the opposing response to Shade Shift.

Blind 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.