Ramp Fire / Water · Pyro

Four cards. A shared purpose.

AccessibleElemental rampFireWater
BTier70.3% · Relative indexv1.19

Ideal setup: the abilities to keep and the Tox to aim for, slot by slot. You don’t need them all: the purchase plan gives the priority order.

Prisoner of the Machine

Fire · Common

  1. ExplosionabilityKeep
  2. EmberguardabilityReplaceable
  3. Free slotT2
    to buy

Pyro

Fire · Common

  1. ConflagrationabilityKeep
  2. Free slotT4
    to buy
  3. Free slotT6
    to buy

Scorch, the Ignited Lizards

Water · Rare

  1. FlameflowabilityKeep
  2. toxReplaceable
  3. Free slot
    to buy

Fire Spirit

Fire · Common

  1. Breath of FlamesabilityKeep
  2. BlazeabilityKeep
  3. Free slotT8
    to buy

Tox priorities

Priority order: which Tox to aim for at each shop opening, and which ability slot to put it in. Prices are not published by the Spamdex, so the plan ignores them; draws remain random.

4 shop openings181 Spamtons generated+27.6% Plan potential
T2

AoE

Prisoner of the Machine · Rare

+11.5%
T4

Fireheart

Pyro · Rare

+11.6%
T6

Stun

Pyro · Legendary

+3.2%
T8

Eternity

Fire Spirit · Legendary

+1.3%

Expected value of a random purchase, before → after this plan: +1.2% → +0%

Avoid for this deck

Bomba · Brutal · Waterheart · Shadowheart · Lightheart · Natureheart · Earthheart · Backlash · Erosion · Random shapeshifter · Mimicry · Poison · Reset · Revenge · Punching Bag · Temporality

Theoretical score10,309
Estimated elimination9 turns
Effective HP3,080
Healing-595

Opponent profiles

Score averaged over nine theoretical opponents, as no real meta can be observed: neutral (700 HP, 10% resistance), fragile, tank, and six decks resisting one element (+25%). Score gap against the neutral profile, the one used for the displayed gameplan.

Strengths

  • 3 cards with active generation.
  • Estimated elimination in 9 turns.

Watch points

  • Sensitive to Fire resistance: -15% score, elimination in 12.5 turns against that profile.
  • No control recorded by the model.

Four key moments

  1. 01Set up opening bonuses and talents.
  2. 02Fuel the Fire / Water axes.
  3. 03Simulated damage peak: turn 8.
  4. 04Estimated elimination: 9 turns.

Model ranking

0% = average random deck. 100% = best deck found. This score is not a win rate.

Understanding the scores

Talents

Punching Bag

Prisoner of the Machine

Start the game with the "Punching Bag" passive

Recommended

Eternalized

Pyro

The card is immune to Eternity effects

Recommended

New Life

Scorch, the Ignited Lizards

Start the game with the Phoenix or Graveyard passive.

Recommended

Cavalry

Fire Spirit

Increases the max HP of all other allied cards by (+150)

Recommended
Adapt in the workshop

Why it works

Start the engine

Pyro, Scorch, the Ignited Lizards, Fire Spirit feed the composition with bonuses. The main axes are Fire / Water / Earth. Each bonus point increases damage and healing in its element by 10% in the model.

Convert your bonuses

Pyro + Prisoner of the Machine have the strongest individual offensive profiles in this composition. The deck reaches 2,800 useful simulated damage, with elimination estimated at 9 turns. Check the curve to see when the investment pays off.

Protect the composition

Prisoner of the Machine provide support or control tools. The model estimates 3,080 effective HP and -595 healing. Healing is limited: check whether the offensive tempo fits your plan.

The gameplanTheoretical analysis

Turn by turn, what the engine plays with this deck. The first two turns are unfolded.

01Turn 181 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Fire Spirit
BlazeFire Spirit
Fire +1
Pyro
ConflagrationPyro
52Fire +1
Prisoner of the Machine
ExplosionPrisoner of the Machine
14
Fire Spirit
Breath of FlamesFire Spirit
15Fire +1
02Turn 2135 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Fire Spirit
BlazeFire Spirit
Fire +1
Pyro
ConflagrationPyro
74Fire +1
Prisoner of the Machine
ExplosionPrisoner of the Machine
40
Fire Spirit
Breath of FlamesFire Spirit
21Fire +1
See the rest of the planCollapse the plan+8 turns
03Turn 3201 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Prisoner of the Machine
EmberguardPrisoner of the Machine
Fire Spirit
BlazeFire Spirit
Fire +1
Pyro
ConflagrationPyro
96Fire +1
Prisoner of the Machine
ExplosionPrisoner of the Machine
78
Fire Spirit
Breath of FlamesFire Spirit
27Fire +1
04Turn 4283 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Fire Spirit
BlazeFire Spirit
Fire +1
Pyro
ConflagrationPyro
120Fire +1
Prisoner of the Machine
ExplosionPrisoner of the Machine
130
Fire Spirit
Breath of FlamesFire Spirit
33Fire +1
05Turn 5353 damage
Fire Spirit
BlazeFire Spirit
Fire +1
Pyro
ConflagrationPyro
135Fire +1
Prisoner of the Machine
ExplosionPrisoner of the Machine
181
Fire Spirit
Breath of FlamesFire Spirit
37Fire +1
06Turn 6423 damage
Prisoner of the Machine
EmberguardPrisoner of the Machine
Fire Spirit
BlazeFire Spirit
Fire +1
Pyro
ConflagrationPyro
146Fire +1
Prisoner of the Machine
ExplosionPrisoner of the Machine
237
Fire Spirit
Breath of FlamesFire Spirit
40Fire +1
07Turn 7508 damage
Fire Spirit
BlazeFire Spirit
Fire +1
Pyro
ConflagrationPyro
161Fire +1
Prisoner of the Machine
ExplosionPrisoner of the Machine
303
Fire Spirit
Breath of FlamesFire Spirit
44Fire +1
08Turn 8542 damage
Fire Spirit
BlazeFire Spirit
Fire +1
Pyro
ConflagrationPyro
117Fire +1
Prisoner of the Machine
ExplosionPrisoner of the Machine
377
Fire Spirit
Breath of FlamesFire Spirit
48Fire +1
09Turn 9506 damage
Prisoner of the Machine
EmberguardPrisoner of the Machine
Fire Spirit
BlazeFire Spirit
Fire +1
Prisoner of the Machine
ExplosionPrisoner of the Machine
444
Pyro
ConflagrationPyro
62Fire +1
10Turn 10Simulation complete.

Simulation complete.