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

Paladin + Shadow Thief

How well does this team play together?

Solid team combination

Team rank #214 of 703Relative partner fit #4 of 37 (Shadow Thief)

Recommended playstyle: Offensive

Decision basis: team quality without opponents

  • consistency and tempo sits 1.75 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

Pyromancer + 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.
  • A large share of your damage runs through routes that bypass defense (pure, undefendable, collateral) – exactly where this opponent's prevention and avoidance barely apply.
Analyze against this opponent

This is your plan

  1. 1

    Paladin: Keep 5× Hand and reroll all dice not needed, aiming at Resolute Faith! (5 dice).

    If after roll 1 5× Hand for Resolute Faith! are reachable.

    Resolute Faith! deals a documented 10 damage, so the 5 committed dice stay on the table.

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

  2. 2

    Shadow Thief: Keep 5× Shadow and reroll all dice not needed, aiming at Shadow Shank! (5 dice).

    If after roll 1 5× Shadow for Shadow Shank! are reachable.

    Shadow Shank! deals a documented 12 damage, so the 5 committed dice stay on the table.

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

Watch this when rolling

Paladin

  • Keep 5× Hand and reroll all dice not needed, aiming at Resolute Faith! (5 dice).

    If after roll 1 5× Hand for Resolute Faith! are reachable.

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

  • Keep 4× Hand and reroll all dice not needed, aiming at Righteous Prayer (4 dice).

    If after roll 1 4× Hand for Righteous Prayer are reachable.

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

  • Keep 3× Sword + 2× Helmet and reroll all dice not needed, aiming at Righteous Combat (5 dice).

    If after roll 1 3× Sword + 2× Helmet for Righteous Combat are reachable.

    If fewer than 5 matching dice remain after roll 1, switch to Resolute Faith!.

Shadow Thief

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

    If after roll 1 5× Shadow for Shadow Shank! are reachable.

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

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

    If after roll 1 a large straight for Insidious Strike are reachable.

    If fewer than 5 matching dice remain after roll 1, switch to Shadow Shank!.

  • Keep 3× Dagger and reroll all dice not needed, aiming at Dagger Strike (3 dice).

    If after roll 1 3× Dagger for Dagger Strike are reachable.

    If fewer than 3 matching dice remain after roll 1, switch to Shadow Shank!.

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.
  • Divine Defense prevents ~2.
  • Holy Attack is the documented healing option.

Partners and alternatives

Paladin: Relative partner fit #4 of 37 (Shadow Thief)

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

These partners fit better

  • Cursed Pirate · #1 of 37 · Very good choice

    Parlay disrupts the opposing response to Crit.

    Parlay disrupts the opposing response to Retribution.

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

    Blind disrupts the opposing response to Crit.

    Blind disrupts the opposing response to Retribution.

  • Treant · #3 of 37 · Very good choice

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