- Cosmic FlamesabilityDeck core
- Cosmic LightabilityDeck core
- toxReplaceable
Pyro + Scorch
Pyro + Scorch (with Squall and Apprentice of Death) is in the SPAM 1.26 tier list at Celeste · Legend, tier C (16th of 40); with these talents it is A at Bronze · Silver and B at Gold · Crystal. Aggro deck in Fire and Shadow, estimated elimination in 6.9 turns; first Tox to aim for: Poison on turn 2.
By rank, with these talentsCeleste · LegendCGold · CrystalBBronze · SilverA
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.
- Nocturnal BurnabilityDeck core
- toxReplaceable
- toxDeck core
- FlameflowabilityDeck core
- toxDeck core
- Free slotT4to buy
- ConflagrationabilityDeck core
- Free slotT2to buy
- Free slotT6to buy
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
- T2Poison
- T4Berserk
- T6Multiplier
Poison
Pyro · Common
Berserk
Scorch, the Ignited Lizards · Rare
Multiplier
Pyro · Rare
Expected value of a random purchase, before → after this plan: +4.8% → +0%
Avoid for this deck
AoE · Waterheart · Natureheart · Earthheart · Eternity · Freeze · Inversion · Shapeshifter · Optimisation · Taunt · Reset · Temporality · Avenger
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 +2.4% · 7 turnsSecond -2.4% · 6.9 turns
- Fragile deck+15.8%4.9 turns · strength
- Tank deck-51.6%9.8 turns · weakness
- Resists Fire-23.4%8.8 turns · weakness
- Resists Water0%6.5 turns
- Resists Earth0%6.5 turns
- Resists Nature0%6.5 turns
- Resists Shadow-6.1%7 turns · weakness
- Resists Light+0.2%6.4 turns
Strengths
- 3 cards generate bonuses.
- Eliminates the opponent in 6.9 turns.
- 42 healing over the game.
Weak spots
- Struggles against a deck resisting Fire: elimination in 8.8 turns.
- Struggles against a deck resisting Shadow: elimination in 7 turns.
How the game goes
- Turn 1: first bonuses (Scorch, the Ignited Lizards).
- Turn 3: first big hit, Nocturnal Burn (Apprentice of Death).
- Turn 5: damage peak (750).
- Turn 7: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
One 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).
RecommendedHardening
Apprentice of DeathIncreases this card’s elemental resistances by (+10%).
RecommendedNew Life
Scorch, the Ignited LizardsStarts the game with either the Phoenix or Graveyard passive, chosen at random.
RecommendedCrit Sphere
PyroIncreases this card's critical chance by (+2%) each turn
RecommendedHow it wins
Generation
Scorch, the Ignited Lizards (+12 Fire, +12 Water, +12 Earth); Pyro (+6 Fire); Squall, Emissary of Nightmares (+8 Fire, +8 Light). First bonuses on turn 1.
Damage
Nocturnal Burn (Apprentice of Death): 55% of the damage; Conflagration (Pyro): 29% of the damage. 2,960 useful damage, opponent eliminated in 6.9 turns.
Survival
42 healing over the game. 2,996 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 172 damage
02Turn 294 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3604 damage
04Turn 4647 damage
06Turn 6571 damage
08Turn 8Simulation complete.
Simulation complete.
09Turn 9Simulation complete.
Simulation complete.
10Turn 10Simulation complete.
Simulation complete.