Gabriel + Flesh-Melding Chimera

Gabriel + Flesh-Melding Chimera (with Nature King and Spirit of the Fauna) is in the SPAM 1.26 tier list at Celeste · Legend, tier D (38th of 40); with these talents it is C at Bronze · Silver and C at Gold · Crystal. Elemental ramp deck in Nature, estimated elimination in 10.5 turns; first Tox to aim for: Natureheart on turn 4.

Advanced collectionElemental rampNature
DTier48.3% · Relative indexv1.26

By rank, with these talentsCeleste · LegendDGold · CrystalCBronze · SilverC

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.

Gabriel

Nature · Epic

  1. CocoonabilityDeck core
  2. CaterpillarabilityDeck core
  3. ButterflyabilityDeck core

Nature King

Nature · Epic

  1. Blade-NabilityDeck core
  2. Floral ChoiceabilityDeck core
  3. Replace : Punching BagT4
    to buy

Spirit of the Fauna

Nature · Common

  1. Call of the ForestabilityDeck core
  2. Solar healabilityDeck core
  3. toxDeck core

Flesh-Melding Chimera

Water · Rare

  1. Arctic GallopabilityDeck core
  2. toxDeck core
  3. toxDeck core

Tox priorities

The advised buying order, opening by opening, and the slot for each Tox. Draws stay random and high rarities come late. “Deck core” lines are only replaced by the same Tox in a better rarity.

5 shop openings375 Spamtons generated+7.9% Plan potential

Shop openings

At each opening: the odds of each rarity given the deck’s Luck on that turn, the Spamtons generated so far, and the advised purchase. One purchase per opening.

CommonRareEpicLegendary

  1. T2Luck 2 · 67 Spamtonsskip
  2. T4Luck 4 · 138 SpamtonsNatureheart
  3. T6Luck 6 · 213 Spamtonsskip
  4. T8Luck 8 · 292 Spamtonsskip
  5. T10Luck 10 · 375 Spamtonsskip
T4

Natureheart

Nature King · Rare

Replace : Punching Bag

+7.9%

Expected value of a random purchase, before → after this plan: +0.6% → +0%

Avoid for this deck

Bomba · Shield · Brutal · Lucky · Shadowheart · Fireheart · Earthheart · Vanish · Erosion · Smoke · Inversion · Shapeshifter · Mimicry · Multiplier · Optimisation · Phoenix · Poison · Taunt · Reset · Revenge · Punching Bag · Spamland · Temporality · Tenacity · Avenger

Theoretical score10,262
Estimated elimination10.5 turns
Effective HP4,874
Healing1,033
Spamtons / turn32

Opponent profiles

Score averaged over nine theoretical opponents, as no real meta can be observed: neutral, fragile, tank and six decks resisting one element, each played first and second. Score gap against the neutral profile, the one used for the displayed gameplan.

Play orderFirst -0.5% · 10.8 turnsSecond +0.5% · 10.7 turns

Strengths

  • 3 cards generate bonuses.
  • 1,033 healing over the game.
  • Has control effects.

Weak spots

  • Struggles against a deck resisting Nature: elimination in 11.6 turns.
  • Slow: doesn’t eliminate the opponent within 10 turns.

How the game goes

  1. Turn 3: first bonuses (Gabriel).
  2. Turn 6: first big hit, Arctic Gallop (Flesh-Melding Chimera).
  3. Turn 8: damage peak (812).
  4. No elimination within 10 turns.

Model ranking

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

Understanding the scores

Talents

Soul Vitality

Gabriel

Whenever a card on the field dies, this card's HP and max HP increase by (+200)

Recommended

Focus

Nature King

At the start of each turn, this card has a 25% chance to gain Taunt.

Recommended

Soul Armor

Spirit of the Fauna

Whenever a card on the field dies, this card's elemental resistances increase by (+10%)

Recommended

Critical

Flesh-Melding Chimera

Critical bonus (+10%).

Recommended
Adapt in the workshop

How it wins

Generation

Gabriel (+30 Nature); Spirit of the Fauna (+8 Nature); Nature King (+22 Nature). First bonuses on turn 3.

Damage

Arctic Gallop (Flesh-Melding Chimera): 42% of the damage; Call of the Forest (Spirit of the Fauna): 25% of the damage. 2,819 useful damage, no elimination within 10 turns (estimated around turn 11).

Survival

1,033 healing over the game, mostly from Flesh-Melding Chimera and Spirit of the Fauna. 4,874 effective HP at the start.

The gameplanTheoretical analysis

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

01Turn 1Abilities on cooldown.

Abilities on cooldown.

02Turn 2142 damage
Flesh-Melding Chimera
Arctic GallopFlesh-Melding Chimera
142 damage+106
See the rest of the planCollapse the plan+8 turns
03Turn 391 damage
Spirit of the Fauna
Solar healSpirit of the Fauna
+61
Gabriel
CocoonGabriel
30 damageNature +5
Nature King
Blade-NNature King
61 damage
04Turn 4438 damage
Spirit of the Fauna
Call of the ForestSpirit of the Fauna
230 damageNature +4
Flesh-Melding Chimera
Arctic GallopFlesh-Melding Chimera
208 damage+156
05Turn 50 damage
Nature King
Floral ChoiceNature King
Nature +11
06Turn 6665 damage
Spirit of the Fauna
Solar healSpirit of the Fauna
+61
Gabriel
CaterpillarGabriel
157 damageNature +10
Flesh-Melding Chimera
Arctic GallopFlesh-Melding Chimera
351 damage+263
Nature King
Blade-NNature King
157 damage
07Turn 7Abilities on cooldown.

Abilities on cooldown.

08Turn 8812 damage
Spirit of the Fauna
Call of the ForestSpirit of the Fauna
525 damageNature +4
Flesh-Melding Chimera
Arctic GallopFlesh-Melding Chimera
287 damage+215
09Turn 9578 damage
Spirit of the Fauna
Solar healSpirit of the Fauna
+61
Gabriel
ButterflyGabriel
347 damageNature +15
Nature King
Blade-NNature King
231 damage
10Turn 10280 damage
Nature King
Floral ChoiceNature King
Nature +11
Flesh-Melding Chimera
Arctic GallopFlesh-Melding Chimera
280 damage+210