- CacophonyabilityDeck core
- Cry of the PerchabilityDeck core
- toxDeck core
Pyrocock + Squall
Pyrocock + Squall (with Ignea and King of the Blazing Flames) is part of the SPAM 1.28.1 tier list at Gold · Crystal; with these talents it is tier C at Celeste · Legend, C at Gold · Crystal and B at Bronze · Silver. Midrange deck in Fire and Nature, estimated elimination in 10.1 turns; first Tox to aim for: Fireheart on turn 2.
By rank, with these talentsCeleste · LegendCGold · CrystalCBronze · SilverB
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.
- IncandescenceabilityDeck core
- SilentfireabilityDeck core
- Free slotT2to buy
- Cosmic FlamesabilityDeck core
- Cosmic LightabilityDeck core
- Replace : BerserkT4to buy
- Scorching BiteabilityDeck core
- Replace : PhoenixT8to buy
- 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.
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
- T2Fireheart
- T4Berserk
- T6skip
- T8Phoenix
- T10skip
Fireheart
Ignea · Common
Berserk
Squall, Emissary of Nightmares · Rare
Replace : Berserk
Phoenix
King of the Blazing Flames · Epic
Replace : Phoenix
Expected value of a random purchase, before → after this plan: +4.3% → +0%
Avoid for this deck
Bomba · Camouflage · Waterheart · Inversion · Shapeshifter · Optimisation · Reset · Revenge · Temporality · Tenacity
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 -3.1% · 10.7 turnsSecond +3.1% · 10 turns
- Fragile deck+16.9%8 turns · strength
- Tank deck-34%14.6 turns · weakness
- Resists Fire-21.3%12 turns · weakness
- Resists Water0%9.5 turns
- Resists Earth-0.2%9.5 turns
- Resists Nature-13.3%10.8 turns · weakness
- Resists Shadow-3.2%9.7 turns
- Resists Light-2.7%9.7 turns
Strengths
- 3 cards generate bonuses.
- Has control effects.
Weak spots
- Struggles against a deck resisting Fire: elimination in 12 turns.
- Struggles against a deck resisting Nature: elimination in 10.8 turns.
- No healing.
How the game goes
- Turn 3: first bonuses (Squall, Emissary of Nightmares).
- Turn 8: first big hit, Incandescence (Ignea).
- Turn 9: damage peak (854).
- No elimination within 10 turns.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Soul Vitality
PyrocockWhenever a card on the field dies, this card's HP and max HP increase by (+200)
RecommendedReckless
IgneaAt the start of the game, this card transforms into a random card of the same rarity, gains (+500) HP and gives you a bonus of (+2) in each element.
RecommendedOne Man Army
Squall, Emissary of NightmaresEach time another card on the field dies, the base damage and base healing of all this card's attacks increase by (+3).
RecommendedCounter
King of the Blazing FlamesOnce per game, when this card takes damage while below 25% HP, it retaliates by using all its abilities on the card that attacked it.
RecommendedHow it wins
Generation
Squall, Emissary of Nightmares (+12 Fire, +12 Light); Ignea (+4 Fire); Pyrocock (+8 Fire, +8 Nature). First bonuses on turn 3.
Damage
Cry of the Perch (Pyrocock): 41% of the damage; Incandescence (Ignea): 19% of the damage. 3,007 useful damage, no elimination within 10 turns (estimated around turn 10).
Survival
No healing: with 6,491 effective HP, the deck has to win before it wears down.
The gameplanTheoretical analysis
Turn by turn, what the engine plays with this deck. The first two turns are unfolded.