- Cosmic FlamesabilityDeck core
- Replace : Cosmic LightT8to buy
- toxReplaceable
Pyro + Yotaru
Pyro + Yotaru (with Squall and Scorch) is part of the SPAM 1.26 tier list at Gold · Crystal; with these talents it is tier B at Celeste · Legend, A at Gold · Crystal and S at Bronze · Silver. Elemental ramp deck in Fire, estimated elimination in 7.3 turns; first Tox to aim for: Poison on turn 2.
By rank, with these talentsCeleste · LegendBGold · CrystalABronze · SilverS
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.
- ConflagrationabilityDeck core
- Free slotT2to buy
- Free slotT4to buy
- ProtectabilityDeck core
- EarthguardabilityReplaceable
- BoostguardabilityDeck core
- FlameflowabilityDeck core
- toxReplaceable
- 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
- T4Multiplier
- T6Fireheart
- T8Fireheart
Poison
Pyro · Common
Multiplier
Pyro · Rare
Fireheart
Scorch, the Ignited Lizards · Rare
Fireheart
Squall, Emissary of Nightmares · Epic
Replace : Cosmic Light (ability)
Expected value of a random purchase, before → after this plan: +3% → +0.5%
Avoid for this deck
Bomba · Waterheart · Natureheart · Earthheart · Shapeshifter · Optimisation · Phoenix · Taunt · Reset · Revenge · Temporality · Tenacity · 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% · 7.4 turnsSecond +2% · 6.9 turns
- Fragile deck+9.6%6.2 turns · strength
- Tank deck-11.4%8 turns · weakness
- Resists Fire-11%8 turns · weakness
- Resists Water0%7.1 turns
- Resists Earth0%7.1 turns
- Resists Nature0%7.1 turns
- Resists Shadow0%7.1 turns
- Resists Light0%7.1 turns
Strengths
- 3 cards generate bonuses.
- Eliminates the opponent in 7.3 turns.
- 127 healing over the game.
Weak spots
- Struggles against a deck resisting Fire: elimination in 8 turns.
- Relies on Conflagration (Pyro).
How the game goes
- Turn 1: first bonuses (Pyro).
- Turn 5: first big hit, Conflagration (Pyro).
- Turn 6: damage peak (817).
- Turn 8: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Blue Whale
Squall, Emissary of NightmaresIncreases this card’s HP by (+200)
RecommendedCrit Sphere
PyroIncreases this card's critical chance by (+2%) each turn
RecommendedShared Shield
Yotaru, LeafguardIncreases the elemental resistances of all allied cards by (+10%).
RecommendedEvolution
Scorch, the Ignited LizardsIf possible, this card's original passives change rarity based on its HP: the lower its HP, the rarer they are. Thresholds at 75%, 50% and 25% HP.
RecommendedHow it wins
Generation
Pyro (+8 Fire); Scorch, the Ignited Lizards (+24 Fire, +24 Water, +24 Earth); Squall, Emissary of Nightmares (+8 Fire, +8 Light). First bonuses on turn 1.
Damage
Conflagration (Pyro): 90% of the damage; Cosmic Flames (Squall, Emissary of Nightmares): 6% of the damage. 2,960 useful damage, opponent eliminated in 7.3 turns.
Survival
127 healing over the game. 4,050 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 2155 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3338 damage
04Turn 4370 damage
05Turn 5428 damage
06Turn 6817 damage
07Turn 7576 damage
08Turn 8775 damage
09Turn 9Simulation complete.
Simulation complete.
10Turn 10Simulation complete.
Simulation complete.