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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

  • Fireball
    Standard 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 Soul
    Standard 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

  • Pyroblast
    Standard 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

  • Combustion
    Burst

    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 Streak
    Burst

    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

  • Meteorite
    Control

    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

  • Ignite
    Burst

    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

🔥 Fire · 3/6 (faces 1, 2, 3)✸ Blaze · 1/6 (faces 4)🌋 Fiery Soul · 1/6 (faces 5)💥 Meteor · 1/6 (faces 6)

Level I abilities

  • Fireball
    Normal
    Dice requirement:
    3× 🔥 Fire
    Damage/healing:
    4 damage
  • Burning Soul
    Collateral
    Area
    Dice requirement:
    2× 🌋 Fiery Soul
    Damage/healing:
    1 per 🌋 Fiery Soul
    Key effects:
    All opponents
  • Pyroblast
    Normal
    Dice requirement:
    3× 🔥 Fire + 1× 💥 Meteor
    Damage/healing:
    about 8 damage
    Key effects:
    burn, knockdown
  • Combustion
    Undefendable
    Dice requirement:
    1× 🔥 Fire + 1× ✸ Blaze + 1× 🌋 Fiery Soul + 1× 💥 Meteor
    Damage/healing:
    about 9 damage
  • Hot Streak
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    about 9 damage
  • Meteorite
    Collateral
    Area
    Dice requirement:
    4× 💥 Meteor
    Damage/healing:
    about 7 damage
    Key effects:
    stun, All opponents
  • Ignite
    Normal
    Dice requirement:
    Large straight (5 in a row)
    Damage/healing:
    about 12 damage

Ultimate

  • Scorch the Earth!
    Ultimate
    Area
    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 mechanic
    Fire 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 mechanic
    Molten Armor prevents no damage: its defensive roll counters with fire faces and can build Fire Mastery.
  • Collateral area pressure
    Board mechanic
    Burning 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?

  • Fireball
    Level II
    • Damage: 6 damage instead of 4 damage
    • Dice requirement: 4× 🔥 Fire instead of 3× 🔥 Fire
  • Fireball
    Level 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

  • Seraph

    Seraph adds the healing that Pyromancer lacks.

  • Wolverine

    Wolverine adds the healing that Pyromancer lacks.

  • Gambit

    Gambit adds the healing that Pyromancer lacks.

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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