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

Rogue + Seraph

How well does this team play together?

Solid team combination

Team rank #411 of 703Relative partner fit #14 of 37 (Seraph)

Recommended playstyle: Offensive

Decision basis: team quality without opponents

  • consistency and tempo sits 0.53 standard deviations above the field average and supports this playstyle.
  • consistency and tempo sits 0.46 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

    similar

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

    Rogue: Keep 5× Ion and reroll all dice not needed, aiming at High Altitude! (5 dice).

    If after roll 1 5× Ion for High Altitude! are reachable.

    High Altitude! deals a documented 11 damage and applies influence, so the 5 committed dice stay on the table.

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

  2. 2

    Seraph: Keep 5× Pendant and reroll all dice not needed, aiming at Split the Heavens! (5 dice).

    If after roll 1 5× Pendant for Split the Heavens! are reachable.

    Split the Heavens! deals a documented 13 damage, so the 5 committed dice stay on the table.

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

Watch this when rolling

Rogue

  • Keep 5× Ion and reroll all dice not needed, aiming at High Altitude! (5 dice).

    If after roll 1 5× Ion for High Altitude! are reachable.

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

  • Keep 2× Soar + 2× Ion and reroll all dice not needed, aiming at Skybound (4 dice).

    If after roll 1 2× Soar + 2× Ion for Skybound are reachable.

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

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

    If after roll 1 a small straight for Absorption are reachable.

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

Seraph

  • Keep 5× Pendant and reroll all dice not needed, aiming at Split the Heavens! (5 dice).

    If after roll 1 5× Pendant for Split the Heavens! are reachable.

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

  • Keep 4× Pendant and reroll all dice not needed, aiming at Highest Power (4 dice).

    If after roll 1 4× Pendant for Highest Power are reachable.

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

  • Keep 1× Blade + 1× Wings + 1× Cross + 1× Pendant and reroll all dice not needed, aiming at Holy Smite (4 dice).

    If after roll 1 1× Blade + 1× Wings + 1× Cross + 1× Pendant for Holy Smite are reachable.

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

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.
  • Leach is the documented healing option.
  • Sass can weaken opposing attacks.
  • Highest Power can weaken opposing attacks.

Partners and alternatives

Rogue: Relative partner fit #14 of 37 (Seraph)

Seraph applies flight, blinding-light; their recorded effects add pressure and control windows to Rogue's existing routes.

Seraph adds Holy Blade (7 damage, normal), Glorious (6 damage, normal) as an attack route; this concrete damage line attacks through a different route alongside Rogue.

These partners fit better

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

    Cursed Pirate applies Cursed Doubloon (Cursed Doubloon, Cursed Form), Powder Keg (Powder Keg, Powder Keg); their recorded effects add pressure and control windows to Rogue's existing routes.

    Cursed Pirate adds Cutlass Strike (7 damage, normal), X Marks the Spot (6 damage, undefendable) as an attack route; this concrete damage line attacks through a different route alongside Rogue.

  • Monk · #2 of 37 · Very good choice

    Monk applies Chi (Chi, Chi), Evasive; their recorded effects add pressure and control windows to Rogue's existing routes.

    Monk adds Fist Strike (8 damage, normal), Combo Strike (7 damage, normal) as an attack route; this concrete damage line attacks through a different route alongside Rogue.

  • Moon Elf · #3 of 37 · Very good choice

    Moon Elf applies Blind (Blind), Evasive (Evasive); their recorded effects add pressure and control windows to Rogue's existing routes.

    Moon Elf adds Longbow (7 damage, normal), Demising Shot (4 damage, normal) as an attack route; this concrete damage line attacks through a different route alongside Rogue.

  • Treant · #4 of 37 · Very good choice

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

  • Shadow Thief · #5 of 37 · Solid choice

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

  • Pyromancer · #6 of 37 · Solid choice

    Pyromancer applies Burn (Burn, Burn), Fire Mastery (Fire Mastery, Fire Mastery); their recorded effects add pressure and control windows to Rogue's existing routes.

    Pyromancer adds Fireball (8 damage, normal), Burning Soul (5 damage, normal) as an attack route; this concrete damage line attacks through a different route alongside Rogue.

  • Huntress · #7 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 Rogue'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 Rogue.

  • Iceman · #8 of 37 · Solid choice

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

  • Ninja · #9 of 37 · Solid choice

    Ninja applies Delayed Poison (Delayed Poison, Delayed Poison), Smoke Bomb (Smoke Bomb); their recorded effects add pressure and control windows to Rogue's existing routes.

    Ninja adds Slash (7 damage, normal), Walk the Line (12 damage, undefendable) as an attack route; this concrete damage line attacks through a different route alongside Rogue.

  • Raveness · #10 of 37 · Solid choice

    Raveness applies feather, hex; their recorded effects add pressure and control windows to Rogue'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 Rogue.

  • Paladin · #11 of 37 · Solid choice

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

  • Gunslinger · #12 of 37 · Solid choice

    Gunslinger applies Reload (Reload), Bounty (Bounty); their recorded effects add pressure and control windows to Rogue's existing routes.

    Gunslinger adds Revolver (5 damage, normal), Bounty Hunter (1 damage, undefendable) as an attack route; this concrete damage line attacks through a different route alongside Rogue.

  • Headless Horseman · #13 of 37 · Solid choice

    Headless Horseman applies dreadful, grim-pursuit; their recorded effects add pressure and control windows to Rogue's existing routes.

    Headless Horseman adds Cleave (7 damage, normal), Reap (3 damage, undefendable) as an attack route; this concrete damage line attacks through a different route alongside Rogue.