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 + Treant

How well does this team play together?

Very good team combination

Team rank #89 of 703Relative partner fit #3 of 37 (Treant)

Recommended playstyle: Offensive

Decision basis: team quality without opponents

  • offensive pressure sits 0.10 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

    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.

  • 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

Gunslinger + Monk

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

    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

    Treant: Keep 5× Swirl and reroll all dice not needed, aiming at Wake the Forest! (5 dice).

    If after roll 1 5× Swirl for Wake the Forest! are reachable.

    Wake the Forest! deals a documented 10 damage and applies Barbed Vine, so the 5 committed dice stay on the table.

    If fewer than 5 matching dice remain after roll 1, switch to Call of the Wild.

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.

Treant

  • Keep 5× Swirl and reroll all dice not needed, aiming at Wake the Forest! (5 dice).

    If after roll 1 5× Swirl for Wake the Forest! are reachable.

    If fewer than 5 matching dice remain after roll 1, switch to Call of the Wild.

  • Keep a large straight and reroll all dice not needed, aiming at Call of the Wild (5 dice).

    If after roll 1 a large straight for Call of the Wild are reachable.

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

  • Keep 4× Swirl and reroll all dice not needed, aiming at Nature's Grasp (4 dice).

    If after roll 1 4× Swirl for Nature's Grasp are reachable.

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

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.
  • Rooted prevents ~2.5.

Partners and alternatives

Ninja: Relative partner fit #3 of 37 (Treant)

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.

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.