Midrange Water / Fire · The Companion of Spirits

Four cards. A shared purpose.

IntermediateMidrangeWaterFire
BTier70.4% · Relative indexv1.19
Not in the current tier list · This composition was ranked by an earlier analysis. It is still evaluated with today’s engine, but it no longer appears in the tier list.See the current tier list

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.

Water Spirit

Water · Common

  1. Aquatic BreathabilityKeep
  2. WaveabilityKeep
  3. Free slot
    Nothing worth buying

Faerylia

Shadow · Epic

  1. Global AimabilityKeep
  2. Offensive AimabilityKeep
  3. MultiboostabilityKeep

Medusine Thorn

Shadow · Common

  1. Inflamed ToxinabilityKeep
  2. toxKeep
  3. Free slot
    Nothing worth buying

The Companion of Spirits

Water · Common

  1. Small WaveabilityKeep
  2. HazardoabilityKeep
  3. toxKeep
Theoretical score10,311
Estimated elimination9 turns
Effective HP3,320
Healing393

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

  • 1 card with active generation.
  • Estimated elimination in 9 turns.
  • 393 healing in the simulation.

Watch points

  • Sensitive to Water resistance: -17% score, elimination in 13.1 turns against that profile.
  • Sensitive to Shadow resistance: -12% score, elimination in 10 turns against that profile.
  • Active generation concentrated on Water Spirit.

Four key moments

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

Cavalry

Water Spirit

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

Recommended

Multi Start

Faerylia

Gain (+3) in each element.

Recommended

Aquatic Field

Medusine Thorn

Water bonus (+7).

Recommended

One Man Army

The Companion of Spirits

Whenever a card on the field dies, the base damage of this attack is increased by (+5)

Recommended
Adapt in the workshop

Why it works

Start the engine

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

Convert your bonuses

The Companion of Spirits + Medusine Thorn 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

Medusine Thorn provide support or control tools. The model estimates 3,320 effective HP and 393 healing. Defense helps give bonuses and cooldowns time to pay off.

The gameplanTheoretical analysis

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

01Turn 1162 damage
Water Spirit
WaveWater Spirit
Water +1
Medusine Thorn
Inflamed ToxinMedusine Thorn
52+29
Water Spirit
Aquatic BreathWater Spirit
20Water +1
The Companion of Spirits
HazardoThe Companion of Spirits
50
The Companion of Spirits
Small WaveThe Companion of Spirits
40
02Turn 2203 damage
Water Spirit
WaveWater Spirit
Water +1
Medusine Thorn
Inflamed ToxinMedusine Thorn
59+29
The Companion of Spirits
HazardoThe Companion of Spirits
52
Water Spirit
Aquatic BreathWater Spirit
22Water +1
Faerylia
Offensive AimFaerylia
26
The Companion of Spirits
Small WaveThe Companion of Spirits
44
See the rest of the planCollapse the plan+8 turns
03Turn 3218 damage
Faerylia
MultiboostFaerylia
All +3
Water Spirit
WaveWater Spirit
Water +1
Medusine Thorn
Inflamed ToxinMedusine Thorn
75+40
The Companion of Spirits
HazardoThe Companion of Spirits
64
Water Spirit
Aquatic BreathWater Spirit
26Water +1
The Companion of Spirits
Small WaveThe Companion of Spirits
53
04Turn 4295 damage
Water Spirit
WaveWater Spirit
Water +1
Medusine Thorn
Inflamed ToxinMedusine Thorn
82+40
The Companion of Spirits
HazardoThe Companion of Spirits
68
Water Spirit
Aquatic BreathWater Spirit
28Water +1
Faerylia
Offensive AimFaerylia
32
The Companion of Spirits
Small WaveThe Companion of Spirits
85
05Turn 5295 damage
Water Spirit
WaveWater Spirit
Water +1
Medusine Thorn
Inflamed ToxinMedusine Thorn
88+40
The Companion of Spirits
HazardoThe Companion of Spirits
87
Water Spirit
Aquatic BreathWater Spirit
30Water +1
The Companion of Spirits
Small WaveThe Companion of Spirits
90
06Turn 6383 damage
Faerylia
MultiboostFaerylia
All +3
Water Spirit
WaveWater Spirit
Water +1
Medusine Thorn
Inflamed ToxinMedusine Thorn
105+51
The Companion of Spirits
HazardoThe Companion of Spirits
101
Water Spirit
Aquatic BreathWater Spirit
35Water +1
The Companion of Spirits
Small WaveThe Companion of Spirits
104
Faerylia
Offensive AimFaerylia
38
07Turn 7419 damage
Medusine Thorn
Inflamed ToxinMedusine Thorn
108+51
The Companion of Spirits
HazardoThe Companion of Spirits
138
The Companion of Spirits
Small WaveThe Companion of Spirits
173
08Turn 8491 damage
Medusine Thorn
Inflamed ToxinMedusine Thorn
108+51
The Companion of Spirits
HazardoThe Companion of Spirits
138
The Companion of Spirits
Small WaveThe Companion of Spirits
207
Faerylia
Offensive AimFaerylia
38
09Turn 9510 damage
Faerylia
Global AimFaerylia
Faerylia
MultiboostFaerylia
All +3
The Companion of Spirits
HazardoThe Companion of Spirits
168
Medusine Thorn
Inflamed ToxinMedusine Thorn
118+62
The Companion of Spirits
Small WaveThe Companion of Spirits
224
10Turn 10Simulation complete.

Simulation complete.