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 + Moon Elf

How well does this team play together?

Very good team combination

Team rank #13 of 703Relative partner fit #8 of 37 (Moon Elf)

Recommended playstyle: Offensive

Decision basis: team quality without opponents

  • offensive pressure sits 0.16 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

Pale Lady + 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

    Moon Elf: Keep 5× Moon and reroll all dice not needed, aiming at Lunar Eclipse! (5 dice).

    If after roll 1 5× Moon for Lunar Eclipse! are reachable.

    Lunar Eclipse! deals a documented 12 damage and applies Blind/Entangle/Targeted, so the 5 committed dice stay on the table.

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

  3. 3

    Moon Elf + Treant: First Moon Elf, then Treant: Blind 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!.

Moon Elf

  • Keep 5× Moon and reroll all dice not needed, aiming at Lunar Eclipse! (5 dice).

    If after roll 1 5× Moon for Lunar Eclipse! are reachable.

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

  • Keep 4× Moon and reroll all dice not needed, aiming at Eclipse (4 dice).

    If after roll 1 4× Moon for Eclipse are reachable.

    If fewer than 4 matching dice remain after roll 1, switch to Lunar Eclipse!.

  • Keep 1× Bow + 3× Moon and reroll all dice not needed, aiming at Exploding Arrow (4 dice).

    If after roll 1 1× Bow + 3× Moon for Exploding Arrow are reachable.

    If fewer than 4 matching dice remain after roll 1, switch to Lunar Eclipse!.

These effects work together

  • Blind disrupts the opposing response to Barbed Vine.
  • Blind disrupts the opposing response to Dryad.
  • Targeted sets up a window that Spirits cashes in.
  • Targeted sets up a window that Barbed Vine cashes in.
  • Targeted sets up a window that Dryad cashes in.

Watch out for this

  • Chain needs the same enemy figure but the mode rolls the target.
  • Chain needs the same enemy figure but the mode rolls the target.
  • Chain needs the same enemy figure but the mode rolls the target.
  • Role overlap within the team.
  • Rooted prevents ~2.5.
  • Demising Shot can weaken opposing attacks.

Partners and alternatives

Treant: Relative partner fit #8 of 37 (Moon Elf)

Blind disrupts the opposing response to Barbed Vine.

Blind 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.

  • Cursed Pirate · #2 of 37 · Solid choice

    Parlay disrupts the opposing response to Barbed Vine.

    Parlay disrupts the opposing response to Dryad.

  • Paladin · #3 of 37 · Solid choice

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

  • Monk · #4 of 37 · Solid choice

    Monk applies Chi (Chi, Chi), Evasive; their recorded effects add pressure and control windows to Treant'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 Treant.

  • Seraph · #5 of 37 · Solid choice

    Seraph applies flight, blinding-light; their recorded effects add pressure and control windows to Treant'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 Treant.

  • Barbarian · #6 of 37 · Solid choice

    Barbarian applies concussion, stun; their recorded effects add pressure and control windows to Treant's existing routes.

    Barbarian adds Smack (8 damage, normal), Sturdy Blow (4 damage, undefendable) as an attack route; this concrete damage line attacks through a different route alongside Treant.

  • Scarlet Witch · #7 of 37 · Solid choice

    Scarlet Witch applies probability manipulation, reality warp; their recorded effects add pressure and control windows to Treant's existing routes.

    Scarlet Witch adds Hex Bolt (8 damage, normal), Jinx (9 damage, normal) as an attack route; this concrete damage line attacks through a different route alongside Treant.