Ramp Fire / Water · Pyro

Four cards. A shared purpose.

IntermediateElemental rampFireWater
BTier76% · 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.

Pyro

Fire · Common

  1. ConflagrationabilityKeep
  2. Free slotT2
    to buy
  3. Free slotT6
    to buy

Keria

Fire · Rare

  1. Allied FireabilityKeep
  2. IgnitionabilityReplaceable
  3. Free slotT8
    to buy

Scorch, the Ignited Lizards

Water · Rare

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

Prisoner of the Machine

Fire · Common

  1. ExplosionabilityKeep
  2. EmberguardabilityReplaceable
  3. Free slotT4
    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 openings155 Spamtons generated+27.3% Plan potential
T2

Multiplier

Pyro · Rare

+10%
T4

AoE

Prisoner of the Machine · Epic

+7.9%
T6

Fireheart

Pyro · Rare

+4.3%
T8

Berserk

Keria · Rare

+5.1%

Expected value of a random purchase, before → after this plan: +2.5% → +0.1%

Avoid for this deck

Waterheart · Shadowheart · Lightheart · Natureheart · Earthheart · Backlash · Random shapeshifter · Revenge

Theoretical score12,314
Estimated elimination7.5 turns
Effective HP2,937
Healing-500

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

  • 2 cards with active generation.
  • Estimated elimination in 7.5 turns.

Watch points

  • Sensitive to Fire resistance: -9% score, elimination in 8.5 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 7.
  4. 04Estimated elimination: 7.5 turns.

Model ranking

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

Understanding the scores

Talents

Crit Sphere

Pyro

Increases this card's critical chance by (+2%) each turn

Recommended

Shared Shield

Keria

Increases the elemental resistances of all allied cards by (+10%).

Recommended

New Life

Scorch, the Ignited Lizards

Start the game with the Phoenix or Graveyard passive.

Recommended

Punching Bag

Prisoner of the Machine

Start the game with the "Punching Bag" passive

Recommended
Adapt in the workshop

Why it works

Start the engine

Pyro, Scorch, the Ignited Lizards 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 7.5 turns. Check the curve to see when the investment pays off.

Protect the composition

Keria, Prisoner of the Machine provide support or control tools. The model estimates 2,937 effective HP and -500 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 162 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Prisoner of the Machine
ExplosionPrisoner of the Machine
12
Pyro
ConflagrationPyro
50Fire +1
02Turn 2107 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Keria
IgnitionKeria
Pyro
ConflagrationPyro
71Fire +1
Prisoner of the Machine
ExplosionPrisoner of the Machine
36
See the rest of the planCollapse the plan+8 turns
03Turn 3218 damage
Prisoner of the Machine
EmberguardPrisoner of the Machine
Keria
Allied FireKeria
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Pyro
ConflagrationPyro
144Fire +1
Prisoner of the Machine
ExplosionPrisoner of the Machine
74
04Turn 4311 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Keria
IgnitionKeria
Pyro
ConflagrationPyro
188Fire +1
Prisoner of the Machine
ExplosionPrisoner of the Machine
123
05Turn 5406 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Pyro
ConflagrationPyro
227Fire +1
Prisoner of the Machine
ExplosionPrisoner of the Machine
179
06Turn 6642 damage
Prisoner of the Machine
EmberguardPrisoner of the Machine
Keria
Allied FireKeria
Keria
IgnitionKeria
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Pyro
ConflagrationPyro
377Fire +1
Prisoner of the Machine
ExplosionPrisoner of the Machine
265
07Turn 7782 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Pyro
ConflagrationPyro
436Fire +1
Prisoner of the Machine
ExplosionPrisoner of the Machine
346
08Turn 8519 damage
Keria
IgnitionKeria
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Pyro
ConflagrationPyro
519Fire +1
09Turn 9Simulation complete.

Simulation complete.

10Turn 10Simulation complete.

Simulation complete.