- Aquatic BreathabilityKeep
- WaveabilityKeep
- Free slotNothing worth buying
Midrange Water / Fire · The Companion of Spirits
Four cards. A shared purpose.
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.
- Global AimabilityKeep
- Offensive AimabilityKeep
- MultiboostabilityKeep
- Inflamed ToxinabilityKeep
- toxKeep
- Free slotNothing worth buying
- Small WaveabilityKeep
- HazardoabilityKeep
- toxKeep
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.
- Fragile deck+10%8 turns · strength
- Tank deck-13%12.2 turns · weakness
- Resists Fire0%9 turns
- Resists Water-17.3%13.1 turns · weakness
- Resists Earth0%9 turns
- Resists Nature0%9 turns
- Resists Shadow-11.5%10 turns · weakness
- Resists Light0%9 turns
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
- 01Set up opening bonuses and talents.
- 02Fuel the Water / Fire axes.
- 03Simulated damage peak: turn 9.
- 04Estimated elimination: 9 turns.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Cavalry
Water SpiritIncreases the max HP of all other allied cards by (+150)
RecommendedMulti Start
FaeryliaGain (+3) in each element.
RecommendedAquatic Field
Medusine ThornWater bonus (+7).
RecommendedOne Man Army
The Companion of SpiritsWhenever a card on the field dies, the base damage of this attack is increased by (+5)
RecommendedWhy 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
02Turn 2203 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3218 damage
04Turn 4295 damage
05Turn 5295 damage
06Turn 6383 damage
07Turn 7419 damage
08Turn 8491 damage
09Turn 9510 damage
10Turn 10Simulation complete.
Simulation complete.