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

Treant + Cursed Pirate

How well does this team play together?

Very good team combination

Team rank #11 of 703Relative partner fit #2 of 37 (Cursed Pirate)

Recommended playstyle: Offensive

Decision basis: team quality without opponents

  • offensive pressure sits 0.27 standard deviations above the field average and supports this playstyle.
  • consistency and tempo sits 0.15 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

Gunslinger + Ninja

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

Ninja + Shadow Thief

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

    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.

  2. 2

    Cursed Pirate: Keep 5× Skull and reroll all dice not needed, aiming at Pirate's Touch! (5 dice).

    If after roll 1 5× Skull for Pirate's Touch! are reachable.

    Pirate's Touch! deals a documented 12 damage and applies Parlay/Parlay/Powder Keg, so the 5 committed dice stay on the table.

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

  3. 3

    Cursed Pirate + Treant: First Cursed Pirate, then Treant: Parlay disrupts the opposing response to Barbed Vine.

    Both documented effects are available for the same game situation.

    This coordination is documented as an interaction between both characters.

Watch this when rolling

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!.

Cursed Pirate

  • Keep 5× Skull and reroll all dice not needed, aiming at Pirate's Touch! (5 dice).

    If after roll 1 5× Skull for Pirate's Touch! are reachable.

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

  • Keep 4× Skull and reroll all dice not needed, aiming at Black Spot (4 dice).

    If after roll 1 4× Skull for Black Spot are reachable.

    If fewer than 4 matching dice remain after roll 1, switch to Pirate's Touch!.

  • Keep 3× Chest and reroll all dice not needed, aiming at X Marks the Spot (3 dice).

    If after roll 1 3× Chest for X Marks the Spot are reachable.

    If fewer than 3 matching dice remain after roll 1, switch to Pirate's Touch!.

These effects work together

  • Parlay disrupts the opposing response to Barbed Vine.
  • Parlay disrupts the opposing response to Dryad.

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.
  • Rooted prevents ~2.5.
  • Light the Fuse can weaken opposing attacks.

Partners and alternatives

Treant: Relative partner fit #2 of 37 (Cursed Pirate)

Parlay disrupts the opposing response to Barbed Vine.

Parlay disrupts the opposing response to Dryad.

These partners fit better

  • Shadow Thief · #1 of 37 · Very good choice

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