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 + Pyromancer

How well does this team play together?

Very good team combination

Team rank #136 of 703Relative partner fit #12 of 37 (Pyromancer)

Recommended playstyle: Offensive

Decision basis: team quality without opponents

  • consistency and tempo sits 0.18 standard deviations above the field average and supports this playstyle.
  • offensive pressure sits 0.12 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

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 + 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

    Pyromancer: Switch to Scorch the Earth! instead of a single-target route.

    After roll 2 the 5 dice for Scorch the Earth! are reachable and several opponents remain in play.

    Scorch the Earth! hits all opponents for a documented 12 damage each.

    If only one opponent is available, take the single-target route with the higher documented damage.

  3. 3

    Pyromancer + Ninja: First Pyromancer, 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.

Pyromancer

  • Switch to Scorch the Earth! instead of a single-target route.

    After roll 2 the 5 dice for Scorch the Earth! are reachable and several opponents remain in play.

    If only one opponent is available, take the single-target route with the higher documented damage.

  • Keep a large straight and reroll all dice not needed, aiming at Ignite (5 dice).

    If after roll 1 a large straight for Ignite are reachable.

    If fewer than 5 matching dice remain after roll 1, switch to Scorch the Earth!.

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

    If after roll 1 a small straight for Hot Streak are reachable.

    If fewer than 4 matching dice remain after roll 1, switch to Scorch the Earth!.

These effects work together

  • Knockdown disrupts the opposing response to Shade Shift.
  • Stun disrupts the opposing response to Shade Shift.
  • Knockdown disrupts the opposing response to Delayed Poison.
  • Stun 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.
  • Meteorite can weaken opposing attacks.

Partners and alternatives

Ninja: Relative partner fit #12 of 37 (Pyromancer)

Knockdown disrupts the opposing response to Shade Shift.

Stun disrupts the opposing response to Shade Shift.

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.

  • Gunslinger · #8 of 37 · Solid choice

    Knockdown disrupts the opposing response to Shade Shift.

    Knockdown disrupts the opposing response to Delayed Poison.

  • Iceman · #9 of 37 · Solid choice

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

  • Raveness · #10 of 37 · Solid choice

    Raveness applies feather, hex; their recorded effects add pressure and control windows to Ninja's existing routes.

    Raveness adds Peck (7 damage, normal), Murder of Crows (7 damage, normal) as an attack route; this concrete damage line attacks through a different route alongside Ninja.

  • Rogue · #11 of 37 · Solid choice

    Rogue applies influence, ionic energy; their recorded effects add pressure and control windows to Ninja'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 Ninja.