- ConflagrationabilityDeck core
- Free slotT2to buy
- Free slotT4to buy
Pyro + Yotaru
Pyro + Yotaru (with Ephial and Scorch) is part of the SPAM 1.23 tier list at Bronze · Silver; 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 8.1 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.
- Astral TackleabilityDeck core
- Planet HealabilityReplaceable
- Replace : ResetT6to buy
- ProtectabilityDeck core
- EarthguardabilityReplaceable
- BoostguardabilityDeck core
- FlameflowabilityDeck core
- toxReplaceable
- Free slotT8to 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
Ephial · Rare
Replace : Reset
Fireheart
Scorch, the Ignited Lizards · Epic
Expected value of a random purchase, before → after this plan: +2.8% → +0.8%
Avoid for this deck
Bomba · Waterheart · Shadowheart · Natureheart · Earthheart · Inversion · Shapeshifter · Optimisation · Phoenix · Taunt · 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 -1.9% · 8.3 turnsSecond +1.9% · 7.7 turns
- Fragile deck+8.7%6.9 turns · strength
- Tank deck-12%9 turns · weakness
- Resists Fire-11.9%9 turns · weakness
- Resists Water0%7.9 turns
- Resists Earth0%7.9 turns
- Resists Nature-0.1%7.9 turns
- Resists Shadow-0.1%7.9 turns
- Resists Light-0.1%7.9 turns
Strengths
- 2 cards generate bonuses.
- Eliminates the opponent in 8.1 turns.
- 422 healing over the game.
Weak spots
- Struggles against a deck resisting Fire: elimination in 9 turns.
- Relies on Conflagration (Pyro).
How the game goes
- Turn 1: first bonuses (Pyro).
- Turn 6: first big hit, Conflagration (Pyro).
- Turn 8: damage peak (884).
- Turn 9: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Crit Sphere
PyroIncreases this card's critical chance by (+2%) each turn
RecommendedCavalry
EphialIncreases the max HP of all other allied cards by (+100)
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 (+9 Fire); Scorch, the Ignited Lizards (+27 Fire, +27 Water, +27 Earth). First bonuses on turn 1.
Damage
Conflagration (Pyro): 97% of the damage; Astral Tackle (Ephial): 3% of the damage. 2,920 useful damage, opponent eliminated in 8.1 turns.
Survival
422 healing over the game, mostly from Ephial. 5,399 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 164 damage
02Turn 2138 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3172 damage
04Turn 4340 damage
05Turn 5336 damage
06Turn 6496 damage
07Turn 7566 damage
08Turn 8830 damage
09Turn 9217 damage
10Turn 10Simulation complete.
Simulation complete.