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 + Rogue

How well does this team play together?

Very good team combination

Team rank #36 of 703Relative partner fit #9 of 37 (Rogue)

Recommended playstyle: Offensive

Decision basis: team quality without opponents

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 + 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

    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.

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!.

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!.

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

Partners and alternatives

Treant: Relative partner fit #9 of 37 (Rogue)

Rogue applies influence, ionic energy; their recorded effects add pressure and control windows to Treant's existing routes.

Rogue adds Brawl (6 damage, normal), Sass (3 damage, undefendable) as an attack route; this concrete damage line attacks through a different route alongside Treant.

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.

  • Moon Elf · #8 of 37 · Solid choice

    Blind disrupts the opposing response to Barbed Vine.

    Blind disrupts the opposing response to Dryad.