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.

IntermediateAggro / burstFireShadow
CTier69.4% · Relative indexv1.26

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.

Squall, Emissary of Nightmares

Shadow · Rare

  1. Cosmic FlamesabilityDeck core
  2. Cosmic LightabilityDeck core
  3. toxReplaceable

Apprentice of Death

Fire · Rare

  1. Nocturnal BurnabilityDeck core
  2. toxReplaceable
  3. toxDeck core

Scorch, the Ignited Lizards

Water · Rare

  1. FlameflowabilityDeck core
  2. toxDeck core
  3. Free slotT4
    to buy

Pyro

Fire · Common

  1. ConflagrationabilityDeck core
  2. Free slotT2
    to buy
  3. Free slotT6
    to 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.

3 shop openings340 Spamtons generated+28.6% Plan potential

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

  1. T2Luck 2 · 57 SpamtonsPoison
  2. T4Luck 4 · 218 SpamtonsBerserk
  3. T6Luck 6 · 319 SpamtonsMultiplier
T2

Poison

Pyro · Common

+13.5%
T4

Berserk

Scorch, the Ignited Lizards · Rare

+9.7%
T6

Multiplier

Pyro · Rare

+5.4%

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

Theoretical score12,906
Estimated elimination6.9 turns
Effective HP2,996
Healing42
Spamtons / turn27

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

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

  1. Turn 1: first bonuses (Scorch, the Ignited Lizards).
  2. Turn 3: first big hit, Nocturnal Burn (Apprentice of Death).
  3. Turn 5: damage peak (750).
  4. Turn 7: opponent eliminated.

Model ranking

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

Understanding the scores

Talents

One Man Army

Squall, Emissary of Nightmares

Each time another card on the field dies, the base damage and base healing of all this card's attacks increase by (+3).

Recommended

Hardening

Apprentice of Death

Increases this card’s elemental resistances by (+10%).

Recommended

New Life

Scorch, the Ignited Lizards

Starts the game with either the Phoenix or Graveyard passive, chosen at random.

Recommended

Crit Sphere

Pyro

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

Recommended
Adapt in the workshop

How 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
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Pyro
ConflagrationPyro
72 damageFire +1
02Turn 294 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Pyro
ConflagrationPyro
94 damageFire +1
See the rest of the planCollapse the plan+8 turns
03Turn 3604 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Apprentice of Death
Nocturnal BurnApprentice of Death
319 damage
Squall, Emissary of Nightmares
Cosmic FlamesSquall, Emissary of Nightmares
84 damageFire +4
Pyro
ConflagrationPyro
143 damageFire +1
Squall, Emissary of Nightmares
Cosmic LightSquall, Emissary of Nightmares
58 damageLight +4
04Turn 4647 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Apprentice of Death
Nocturnal BurnApprentice of Death
465 damage
Pyro
ConflagrationPyro
182 damageFire +1
05Turn 5750 damage
Apprentice of Death
Nocturnal BurnApprentice of Death
537 damage
Pyro
ConflagrationPyro
213 damageFire +1
06Turn 6571 damage
Squall, Emissary of Nightmares
Cosmic FlamesSquall, Emissary of Nightmares
198 damageFire +4
Pyro
ConflagrationPyro
197 damageFire +1
Squall, Emissary of Nightmares
Cosmic LightSquall, Emissary of Nightmares
176 damageLight +4
07Turn 7392 damage
Apprentice of Death
Nocturnal BurnApprentice of Death
392 damage
08Turn 8Simulation complete.

Simulation complete.

09Turn 9Simulation complete.

Simulation complete.

10Turn 10Simulation complete.

Simulation complete.