Pyromancer
Playstyle: Offensive · Complexity: 3/6 · Season 1
Who is this character?
A glass-cannon mage: stack Fire Mastery, then detonate with Ignite and Meteorite.
How to play Pyromancer
If after roll 1 a large straight for Ignite are reachable. Keep a large straight and reroll all dice not needed, aiming at Ignite (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Scorch the Earth!. Ignite deals a documented 12 damage, so the 5 committed dice stay on the table.
Early game: Fireball as the safe baseline load, letting Fire Mastery build.
Mid game: Choose Pyroblast/Combustion depending on the opponent's prevention.
Late game: Aim for straights (Ignite) and Scorch the Earth! as the burst window.
If after roll 1 a small straight for Hot Streak are reachable. Keep a small straight and reroll all dice not needed, aiming at Hot Streak (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Scorch the Earth!. Hot Streak deals a documented 9 damage, so the 4 committed dice stay on the table.
Burn ticks 2 per upkeep: set early that is 8+ free damage over a game.
Waiting for 5 tokens while one melts per upkeep – firing at 3–4 is almost always better.
Rolling Ignite without a stack: 4 base damage wastes a large straight.
Strengths
- Fireball lands very reliably with 3 of 6 fire faces and builds Fire Mastery
- Ignite scales to 14 damage at a full stack
- Stun (Meteorite) and knockdown (ultimate) steal enemy turns
Weaknesses
- Molten Armor blocks NOTHING – it only retaliates
- Fire Mastery cools off: 1 token disappears every upkeep
Key attacks
- FireballStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× 🔥 Fire is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× 🔥 Fire · 4 damage
- Burning SoulStandard route
Reliable damage route for turns without special setup.
Take it as soon as 2× 🌋 Fiery Soul is mostly on the table after roll 1 (70% across all three rolls): safe damage beats rerolling working dice for a harder route.
2× 🌋 Fiery Soul · 1 per 🌋 Fiery Soul · All opponents
- PyroblastStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× 🔥 Fire + 1× 💥 Meteor is mostly on the table after roll 1 (77% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× 🔥 Fire + 1× 💥 Meteor · about 8 damage · burn, knockdown
- CombustionBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 1× 🔥 Fire + 1× ✸ Blaze + 1× 🌋 Fiery Soul + 1× 💥 Meteor is missing after roll 1 (53% across all three rolls); otherwise you give up an already safe route.
1× 🔥 Fire + 1× ✸ Blaze + 1× 🌋 Fiery Soul + 1× 💥 Meteor · about 9 damage
- Hot StreakBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of Small straight (4 in a row) is missing after roll 1 (59% across all three rolls); otherwise you give up an already safe route.
Small straight (4 in a row) · about 9 damage
- MeteoriteControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (10% across all three rolls): the effect beats a few extra damage points there.
4× 💥 Meteor · about 7 damage · stun, All opponents
- IgniteBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of Large straight (5 in a row) is missing after roll 1 (25% across all three rolls); otherwise you give up an already safe route.
Large straight (5 in a row) · about 12 damage
- Scorch the Earth!Finisher
Ultimate: the board's highest damage value with the hardest requirement.
Do not force 5× 💥 Meteor (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.
5× 💥 Meteor · 12 damage · knockdown, burn, All opponents
Key statuses & resources
- Fire Mastery: Max 5 tokens; 1 cools off each upkeep. Ignite deals 4 + 2 per token, Combustion 3 undefendable per token spent (max 4). Fireball +1, Burning Soul +2 per fiery soul, Hot Streak/Ignite/Meteorite +2, ultimate +3. Only fire Combustion at 3+ tokens (9+ undefendable); roll Ignite/Hot Streak at a high stack – never sit on the pile, it melts.
- Burn: negative.
- Knockdown, Stun: negative, triggered via Pyroblast (Knockdown), Meteorite (Stun) and the ultimate (Knockdown).
- Fire Mastery: Fireball +1, Burning Soul +2 per fiery soul, Hot Streak/Ignite/Meteorite +2, ultimate +3.
- Fire Mastery: Only fire Combustion at 3+ tokens (9+ undefendable); roll Ignite/Hot Streak at a high stack – never sit on the pile, it melts.
Abilities & board
Health: 50 · Starting CP: 2
Dice symbols
Level I abilities
- FireballNormal
- Dice requirement:
- 3× 🔥 Fire
- Damage/healing:
- 4 damage
- Burning SoulCollateralArea
- Dice requirement:
- 2× 🌋 Fiery Soul
- Damage/healing:
- 1 per 🌋 Fiery Soul
- Key effects:
- All opponents
- PyroblastNormal
- Dice requirement:
- 3× 🔥 Fire + 1× 💥 Meteor
- Damage/healing:
- about 8 damage
- Key effects:
- burn, knockdown
- CombustionUndefendable
- Dice requirement:
- 1× 🔥 Fire + 1× ✸ Blaze + 1× 🌋 Fiery Soul + 1× 💥 Meteor
- Damage/healing:
- about 9 damage
- Hot StreakNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- about 9 damage
- MeteoriteCollateralArea
- Dice requirement:
- 4× 💥 Meteor
- Damage/healing:
- about 7 damage
- Key effects:
- stun, All opponents
- IgniteNormal
- Dice requirement:
- Large straight (5 in a row)
- Damage/healing:
- about 12 damage
Ultimate
- Scorch the Earth!UltimateArea
- Dice requirement:
- 5× 💥 Meteor
- Damage/healing:
- 12 damage
- Key effects:
- knockdown, burn, All opponents
Defense
Molten Armor The defense roll is made whenever you are attacked. It does not prevent damage directly. Molten Armor prevents nothing: 5 dice, 1 damage back per fire, 1 Fire Mastery per fiery soul.
Special mechanics
- Fire Mastery scaling Token mechanicFire Mastery is a separate state with a cap of 5 and upkeep decay. Its variable damage bonuses are not hidden inside ability base damage. · Maximum: 5
- Molten Armor counter Board mechanicMolten Armor prevents no damage: its defensive roll counters with fire faces and can build Fire Mastery.
- Collateral area pressure Board mechanicBurning Soul, Meteorite and Scorch the Earth! are recorded as collateral/AoE routes; their status and Mastery effects remain separate.
Resources
- Fire MasteryMax 5 tokens; 1 cools off each upkeep. Ignite deals 4 + 2 per token, Combustion 3 undefendable per token spent (max 4). · Fireball +1, Burning Soul +2 per fiery soul, Hot Streak/Ignite/Meteorite +2, ultimate +3. · Only fire Combustion at 3+ tokens (9+ undefendable); roll Ignite/Hot Streak at a high stack – never sit on the pile, it melts.
Upgrades & cards
What changes?
- FireballLevel II
- Damage: 6 damage instead of 4 damage
- Dice requirement: 4× 🔥 Fire instead of 3× 🔥 Fire
- FireballLevel III
- Damage: 8 damage instead of 4 damage
- Dice requirement: 5× 🔥 Fire instead of 3× 🔥 Fire
Hero-specific cards
Not sufficiently verified
Works well with
Good matchups
- Loki
Pyromancer keeps Loki tied up with Burn and Knockdown, many of Loki's effects get cancelled that way.
- Scarlet Witch
Scarlet Witch lands spikes up to 12 damage off Crackle without a long ramp – more than Pyromancer can shut down.
- Tactician
Pyromancer keeps Tactician tied up with Burn and Knockdown, many of Tactician's effects get cancelled that way.
Tough matchups
- Druid
Druid keeps Pyromancer tied up with Wound, and Pyromancer already needs tight rolls.
- Huntress
Huntress keeps Pyromancer tied up with Bleed, and Pyromancer already needs tight rolls.
- Forgemaster
Forgemaster keeps Pyromancer tied up with attack denial, and Pyromancer already needs tight rolls.
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